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Rabbit's Scroll

2019-2020 | Sophomore

Graphics & Engine Programmer

2D Platformer

Custom Engine

In it I developed:

  • The Rendering System
    Made a interface for game objects to be able to render a basic shading program.
    Assisted in adding noise to the wave of ink by making it not calculate noise in real time.

  • Instanced Particle System
    Used opengl to map particles to a CPU buffer and would render all particles at once.
    Could support up to 100,000 particles on a non-gaming laptop.

  • Editor Tools
    Accidentally figured out RTTR but didn't know the vocabulary to find the library so I made it myself
    That was then used to provide an interface to what should be serialized/deserialized and what could be modified in the editor.

  • Engine
    Reduced Game Object size by 30%.
    Reduced Component size by 30%
    No performance loss for either.
    Assisted in teaching the team members to use std algorithms.
    Got the engine to use modern (C++17) code and features

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