This project is a GUI-based Gaussian splat training utility built specifically for converting triangle meshes and self-contained models into splats.
It uses my own RTX ray tracer and virtual photogrammetry to procedurally create truth images of the model, which are then fed into a series of CUDA kernels that iteratively align the splats through gradient descent.
Example models shown here are available on Quixel and TurboSquid.
Unreal Engine 5.3
HLSL
This project is a content plugin for Unreal Engine 5.3 that adds infinity mirror-style parallax materials. The base material is highly configurable and exposes parameters for: base texture, colorization, number of parallax layers, world-space distance between parallax layers, and more.
Built using the UE Material Editor and a bit of HLSL, the project achieves two distinct effects:
1) Layer-based parallax texture offset (to create fake depth), which is calculated in the vertex shader using the camera's current position.
2) Automatic texture segmentation & stretching to preserve edge/corner aspect ratios and allow panels to procedurally fill space.
C++
OpenGL 4
GLSL
GLFW
A refined version of my old LD38 game jam submission that features an experimental glass tile shader, graphical improvements, and a mechanics overhaul.
To achieve the tile lighting, "refraction map" UV lookup textures were pre-baked in Blender. The GLSL fragment shader samples nine refraction maps (representing adjacent tiles) for every glass pixel and determines which background colors to propagate.
While this could have easily been done with ray-tracing, I wanted to see if I could still achieve a convincing effect without relying on specialized hardware!
Check out this YouTube video for a gameplay example.
Used by every Java game on this site (except my very first jam game, LD31).
Provides a frame timing mechanism, basic shape rendering tools, display management, resource loading, a custom font system, shader access, a component-based menu system, common math functions, and more!
C++
CUDA
Explores the design, implementation, and evaluation of a novel method for accelerating 2D point cloud triangulation using NVIDIA Tensor Core matrix multiply-accumulate operations.
This project uses NVIDIA RTX hardware acceleration to render photorealistic scenes and materials! Implements the following rendering techniques/light behaviors:
Supports real-time and static rendering, OBJ model loading, texture maps, configurable shader parameters, and more!
This fantastic Madagascar Giant Day Gecko model is not my own creation. It was designed by Andreasstrom and is available on TurboSquid.
A multiplayer real-time 2D space combat simulator based on Newtonian physics. Featuring ship trajectory projection and maneuver planning, real-life missile tracking algorithms (proportional navigation), and automated turrets capable of leading target velocity and acceleration!
A modified ECS architecture allows for a clean implementation of rollback netcode (server-client synchronization with client prediction and correction). The project is built directly with pure Java sockets (TCP) and does not rely on helper libraries for networking. Deterministic game physics enables input-only communication and allows for hundreds of unique bullet and missile entities at no additional networking expense.
Source 2
Lua
Substance Designer
Blender
Featured by Valve's guest writer Craig Pearson in the one-year anniversary mod showcase!
Emergent is a complete gamemode built into an original map layout. The engine's scripting system has been utilized to drastically alter the standard gameplay rules of Half-Life: Alyx. The map has over 9,000 current subscribers and over 200 ratings, with a 95% positive ratio.
The map features a complex point economy system, powerups that drop from killing enemies, new physics interactions between props and hostile entities, machines that vend items, puzzles to unlock said machines, and a wave-based difficulty scaling system.
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