About Projects Articles

Current Projects

Here is a list of projects I am actively working on currently.

OpenGL Rasterized Renderer
(C++/SDL/OpenGL)

OpenGL renderer meant for my own edification.

Current Features:

  • Custom Math library
  • Can compile and execute inline GLSL shader code

Planned Features:

  • Custom render image export
  • BRDF reflectance
  • Realtime shadows and shadow maps
  • External Shader files and editing
  • Support for OBJ/FBX/OpenUSD/glTF files
  • Texture mapping (including normals)
  • Screen space post processing
  • Anti-aliasing
  • SDF font rendering


Code here

screenshot of the hello world triangle

SIMD Accelerated Software PathTracer
(C++ and SDL)

Wanted to take a break from OpenGL rasterizers and learn pathtracing.

Current Features:

  • Handwritten math types and algorithms
  • Handwritten graphics algorithms

Planned Features:

  • Blue noise ray sampling
  • Modified BRDF reflectance
  • Realtime shadows and shadow maps
  • SIMD accerated ray computation
  • Multi-threaded render image construction


Code here

screenshot the output of a path tracer. a number of different colored spheres with varying levels of reflectance in a white scene.

Past Projects

Here is a list of past projects I've worked on over the years. There will be a link to the Git repo if I am allowed to share the code. Hope you enjoy.

Ordered Events
(C# .NET 6.0)

Single-file library that allows you to order event function execution in .NET. Wrote a simpler version during an interview. The interviewer and I spoke about how the order of events in .NET is an implementation detail and not guaranteed to be in the same position as its temporal addition to the invocation list.

Code here

screenshot of code using the ordered events library I wrote.

DBF to MySQL
(C# .NET 6.0)

Needed to convert a lot of Visual Fox Pro DBF tables into MySQL tables. Also wanted to better understand the DBF file spec.

Code here

Picture I made that shows the FoxPro logo, an arrow to the C# Logo, and an arrow from the C# logo to the MySQL logo.

Adventure Boy
C# Gameplay Programmer
(Unity - Windows/WebGL)

  • Wrote speech bubble and communication.
  • Created interactable UI/UX.
  • Helped debug sprite shader bugs.
  • Spearheaded rewrite of locomotion system.
  • Produced C# .NET and Unity prototypes swiftly.
  • Crafted modular code and reusable asset prefabs.
  • Executed QA tests and responded to feedback.

Eucharist
Lead C# Developer / Producer
(Unity - Windows)

  • Consistent 60 FPS on mid-range 2015 target hardware.
    • Utilized Data-Oriented Design (DOD) and multi-threading to accomplish this.
    • Implemented audio sub-system to efficiently allocate and access audio files at runtime.
    • Implemented custom asset loader sub-system that ensured scene references were cleaned up on scene change.
  • Designed and implemented all gameplay code:
    • Each and every puzzle.
    • Worked with testers to refine gameplay loop.
    • Lock picking mini-game.
    • Interaction and inventory systems.
    • Player locomotion system.
    • Fixed camera system, reminiscent of the classic Resident Evil games.
    • Examination text scroll, reminiscent of the classic Resident Evil games.
  • Wrote all accessibility options:
    • Added font support for Dsylexia.
    • Added dynamic font size support.
    • Added dynamic game loop speed setting.
  • Implemented an automated build and distributable executable export process.
  • Created all UI code and state management code.
Screenshot of various accessibility options in Eucharist. Screenshot of scrolling examination text in Eucharist. Screenshot of Eucharist lockpicking minigame.

Draggo Sanctuary
Lead C# Developer / Producer
(Unity - Android/iOS)

  • Consistent 30 FPS on mobile targets (2013).
  • Wrote C/C++ DLLs for to optimize hot paths.
  • Created all UI code and state management code.
  • Automated Android/iOS test suite.
  • Wrote optimized shaders for target devices:
    • Gerstner Oceans Waves
    • Mesh Outline, Diffuse, and Specular
    • Billboards
    • Tree and foliage animation
    • Facial Sprite animation
  • Designed and implemented gameplay code.
    • Prototyped Incremental game mechanics and worked with QA testers.
    • Fleshed out progression system tied to tapping and interactions.
  • Implemented custom tween library.
  • Used Playfab as a cloud backend.

Video of me designing a level.

Ui/Ux structure of Draggo Sanctuary in Unity game engine editor. Debug ui I wrote for Draggo Sanctuary.