This project is currently under construction. an in-progress custom engine designed for rendering (almost) real-sized planets. Utilizing DirectX 12, I've established the graphics pipeline and incorporated various techniques, including Quad-tree for generating planet vertices and uses the Hull shader (Tessellation shader) for finer details
This project is a CPU-based Whitted-style raytracer, handling all ray calculations and associated math. It includes key features such as a BVH, Multithreading, and SIMD implementation.
This is a plugin I created for the game 'Method of Loci.' Its purpose is to simulate water ripples when a character walks through it.
This custom engine, developed by a small team, is aimed at creating a Quake-style FPS engine. As part of the project, we had to design and develop a small game using this engine. The game runs on both PS5 and on windows.
A Quest And Dialogue Editor plugin for the Unreal Engine 5. This is a project that I and 2 other students from Breda university of Applied Science
This project is currently under construction. This project is a school year long project where we work with a team on this game. More detail will come later.