Gameplay Programming | C++ Platformer Recreation
Tech: C++, SDL2, Visual Studio
Behavior Systems Programming
Tech: C++, decision-making, Visual Studio
Procedural Generation Systems
Tech: Houdini
C++, 10 Jan 2022
Recreation of a classic 1993 Sega Genesis platformer
A 2D platformer recreation of the original Flintstones Sega Genesis game, focused on classic movement, combat, physics.
Completed a game engine from a basic framework and recreated this classic title from scratch in C++, implementing all core gameplay mechanics, level design, and enemy AI.
C++, 10 Oct 2023
Steering behaviors with efficient spatial partitioning
Simulated flocking for large groups of agents using classic steering behaviors and optimized neighborhood queries.
Implemented and tuned steering behaviors, and integrated spatial partitioning to maintain performance with many agents.
DirectX, C++, 12 Nov 2023
Ray-traced lighting and visibility fundamentals
Explored ray tracing to visualize objects via camera rays and intersection tests, simulating lighting such as reflections, shadows, and indirect light.
Implemented ray-object intersections, shading for reflections and shadows, and applied front/back face culling to improve performance.
Vulkan & DirectX, C++, 10 Nov 2023
PBR shading and pipeline fundamentals
Implemented a PBR shader and wrote a software rasterizer to understand visibility, lighting, and resource management, then re-implemented using DirectX and Vulkan.
Authored the rasterization phase, integrated model loading, and built PBR materials to simulate realistic lighting and materials.
C++, 12 Jan 2023
Survival AI with exploration and resource strategy
Developed an AI agent for a zombie minigame with dynamic hazards, items, and enemies, aiming to maximize survival time.
Designed exploration, enemy handling, and item strategy to balance risk and survival using stateful behaviors.
C++, 12 Jan 2023
Efficient pathfinding for large groups via vector fields
Explored flow field pathfinding on a node grid to steer large groups toward a goal while dynamically avoiding obstacles.
Implemented field generation and visualization, testing performance and accuracy across different grid resolutions and obstacle layouts.
Houdini, 30 May 2024
Procedural modeling with Houdini and VEX
Built a procedural generator to create medieval weapons by composing and customizing the pommel, handle, guard, and blade.
Designed the parameterized tool, authored the procedural logic, and ensured real-time preview for fast iteration.