A real-time 2D global illumination system that simulates the penumbra condition using radiance cancades.
A collection of rendering techniques including deferred rendering, cascaded shadows maps , post-processing effects and more.
Raytracing Constructive Solid Geometry Scenes. With accurate lighting, shadows, reflections and refractions.
Several spatial data structures like BVH and octrees used to optimize scene rendering and collision detection.
A terrain editor that uses Bézier patches to generate smooth and continuous landscapes with control over surface curvature.
Implemented UDP-based protocols to enable online multiplayer for an Asteroids game, supporting up to 4 players.
Developed pathfinding algorithms (A*, JPS+) and field analysis, including state machines to manage AI behavior.
Created Chip-8 emulator from scrath, capable of running classic games like Pong.
Implemented custom memory manager to handle dynamic allocation, deallocation, and fragmentation.
Working on a simple 3D custom engine to jump from OpenGl to Vulkan.