A first-person narrative mystery game demo where a detective investigates a mountain town whose residents have mysteriously vanished. Features knowledge-based progression, custom raytraced audio occlusion, and modular gameplay systems built in Unreal Engine.
A Grand Strategy game prototype with client side input and rendering and server side logic, with unit movement, battle resolution, and UI.
Custom C++ game engine with dynamic toggling between rasterization, hardware ray tracing, and compute BVH ray tracing modes using Vulkan API.
Unity prototype exploring GGPO-style rollback netcode for fast-paced PvP. Built on Unity Transport with a fully deterministic, tick-based simulation using fixed-point integer math for gravity, collision, and movement. Implements input prediction, rollback, and configurable input delay to balance responsiveness against rollback frequency. Combat features Hollow Knight-style movement with attack hitboxes, active frames, cooldowns, and invincibility frames — all running deterministically across the network.
A custom continuous collision detection physics engine for spheres, built from scratch in Unity. The system handles large numbers of dynamic bodies by combining a spatial hash grid broad phase with sweep-based CCD, then resolving constraints in parallel. Contacts are batched into independent sets so non-conflicting pairs can be solved simultaneously without race conditions, and a dirty pair tracker avoids redundant work between frames.
Technical tutorials on GLSL and graphics programming, helping developers learn shader fundamentals.
GLSL-based ray tracing shader with over 100,000 downloads, bringing realistic lighting and reflections to Minecraft.
3D models I've created!