An algorithm for improving the scale and efficiency of eulerian fluid
simulations by dedicating more cells to areas of sharp contrast and high visual importance.
Allows entire large-scale game environments to be contained within a single simulation volume
while maintaining a fixed cost.
Originally built as a class project, but expanded upon for over a year. Features custom DX11 based rendering
backend, math utilities, simple collision system, scenes, timers, input, resource management, and more.
Serves as the platform all my research and other projects are developed on, and constantly expands as I add
features needed for future projects.
Movement shooter inspired by ULTRAKILL and Bloodthief with a 2.5 artstyle. Collaborative capstone project
with 6 other team members.
My work includes programming of backend systems in C++ and Blueprint, enemy behavior, material and post
process shaders, and UI.
Designed for use with my graphics backend, parsed from GLTF into custom file format designed to be efficiently
loaded at runtime. Supports custom colliders integrated with my engines collision system.
Entire parsing pipeline is totally dependency free, and validates input data to guarantee proper behavior in engine.