2019-2020 | Sophomore
Graphics & Engine Programmer
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.
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.
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