Projects

Games

I was the team lead on all of these. Doing design, programming and managing tasks between team members.

Slendytubbies 0
Made with Unity Engine. (3 devs)
100K downloads across itch and gamejolt.
Our Last Days Together
Made with Unity Engine. (4 devs)
Runs on my own SRP.
We've placed 12th in Art category!
MINE!
Made in a week with Godot Engine. (3 devs)
Our first time using the engine.

Tools

Hollow;TerrainSystem (Unfinished)
  • Full replacement for Unity's terrain system.
  • GPU driven editing & rendering
  • Support for layers, similar to Photoshop.
  • Adaptive Virtual Texturing, based on Far Cry 4.
Hollow;Microscenes
  • Visual scripting plugin for Unity.
  • Focused on being very user friendly.
  • Provides a lot of feedback about graph execution.

Other

I did not publish these projects but they are pretty interesting to me so I might as well share :)

Raytracer (Win32 & C++)"Realtime" raytracer using C++, and Win32 API. Has code hot-reload by separating app code into its own DLL. Rendering is done on CPU (multithreaded), triangle meshes have AABB triangle tree to speed up lookups.
LEX Interpreter (C++)

C++ project. Little language interpreter to learn parsing. Thanks a lot to Crafting Interpreters book. It is really good!


HTTP Server (WinSockets & C++)C++ project using WinSockets. Does HTTP parsing and sending. Converts md files to HTML. One thread per connection. Hopefully I'll be able to host with it someday.
Custom NavMesh agent (Unity)

So, as part of DOTS movement, Unity has added NavMeshQuery API. And since I hate built in navmesh agents, I’ve decided to make my own. Whole system is done in 3 parts:

  • Navigation Server: Issues pathfinding requests and completes them on background thread using jobs.
  • Navigation Agent System: Computes agent speed, taking into account local avoidance.
  • Path post processor: Makes AI paths nicer by converting them into bezier curves with a lot of post processing applied on top: making path more natural, removing redundant points, etc.

EdRP: Custom Render Pipeline (Unity)It's just a custom render pipeline I've built. Features include: Physically based rendering, physical light units, volumetric fog, gamma adaptation, XeGTAO, Forward+ clustered lighting, decals, shadowmaps based on "Call Of Duty Cold War Black Ops".

I’ve spent a lot of time making volumetric fog look good. My favorite effect in all graphics, probably.


Slendytubbies: They're ComingProject that was never meant to be :D. But hey, at least I've learned a lot.