Engine System Programmer passionate about C++ and building foundational engine systems — rendering, entity management, scripting, reflection, and developer tools.

GPU-based 2D World Generator
A 2D world generator that runs on the GPU to achieve blazing speed.

(WIP) Naval Combat Roguelike
A roguelike centered around naval combat featuring procedural world generation with shader-based visuals, signed distance fields, and wave function collapse-inspired algorithms.

Glassify — C++ Reflection System
A customizable, header-only runtime reflection system for C++ — inspect types, fields, and functions at runtime with macro-based registration.

Visual Scripting Language
A node-based visual scripting system that transpiles to C++, compiles to machine code, and links at runtime — enabling near-native performance with hot-reload.

Entity Component System
A custom data-oriented ECS implementation in C++ with cache-friendly contiguous storage, safe references, built-in serialization, and automatic system generation.

The Lorentz Factor
A game prototype in Unreal Engine 4 where the player can slow time in an area while moving at normal speed — inspired by relativistic time dilation.

OpenDemeyer2D — SDL OpenGL Engine
A cross-platform 2D game engine built with SDL and OpenGL, featuring a Dear ImGui editor, component-based architecture, and dynamic save/load system.

Fruut Wars
A couch PvP shooter where players use fruits as weapons, built in Unreal Engine as a group project.

SUPERHOT Remake
A remake of SUPERHOT built in the Overlord Engine with custom PhysX integration, GPU skinning, HLSL shaders, and a reverse-engineered socket system.

Artificial Intelligence
Game AI techniques including steering behaviours, flocking with space partitioning, A* pathfinding, navigation meshes, and decision making structures.