- Low-level programming
- Independent motivation
- Realtime GPU simulation of millions of particles interacting with scene objects
- Hierarchical scene structure for object manipulation and rendering
- Component-based behavior system
- Extensible API for creating new behavior components
- Dynamic shader preprocessing and parameter linking
- C++, OpenGL (engine)
- GLSL (graphical & compute shaders)
In the spring of 2018 I did a research project on basic game engine design and real-time rendering, presenting
a poster at the School of Informatics, Computing, and Engineering Spring Research Symposium.
For the project, I developed my own framework in C++ using OpenGL for rendering and GLUT for user input.
Using this framework, I made three different demos showcasing dynamic shader parameter linking, transform hierarchies,
and GPU particle simulation.