Graphics Engine
A personal graphics engine built to explore low-level graphics programming and modern rendering techniques.
Educational Engine Projects
These are independent, experimental frameworks built from scratch to study engine architecture and graphics APIs. They are educational endeavors rather than production-ready tools.
Vulkan Engine (2022): A custom Vulkan-based graphics engine to deepen understanding of modern low-level graphics APIs, command buffers, and memory synchronization. View Source
Null Engine (2020): A custom 2D/3D framework utilizing the UE4 Core library alongside a custom ECS and OpenGL renderer. Fully scriptable via Lua. View Source
Legacy Graphics Engine (OpenGL)
An earlier, experimental OpenGL graphics engine built to explore foundational rendering techniques, instancing, and asset pipelines.
FBX SDK Integration
The first milestone was developing a robust importer. I started with raw vertex data and simple texture mapping, then expanded to full material and texture importing via the FBX SDK. View Legacy Engine Source
Stencil Testing & Refactoring
To support more advanced features, I refactored the engine's core to be more shader-agnostic and flexible. This allowed for easier implementation of techniques like stencil-based outlining and complex scene hierarchies.
Instancing Implementation
Optimization is critical for any engine. Using OpenGL's instancing features, I was able to render 100,000 unique rocks around a planet without CPU bottlenecks, showcasing efficient draw call management.
Skybox with Reflection & Refraction
Implemented a CubeMap-based skybox system and developed shaders for real-time reflection and refraction, simulating mirror and glass materials.