Low-Level Platform Optimisation
Implemented custom memory management features and optimised a physics collision system.
Implemented custom memory management features and optimised a physics collision system.
Created an ECS that could handle millions of entities by leveraging cache hits.
Implemented a force based physics simulation with a fixed timestep and collisions.
Created a 3D rendered scene using DirectX11 with a GameObject – Component architecture.
Small SDL2 snake prototype playable on the web by using emscripten.
Created a 3D rendered scene in fixed function OpenGL with a hierarchical scene graph and .obj loading.
With SDL2 remade part of the original Mario Bros. arcade game with an added split screen feature.