Rajin. games & software. developer. Programmer. April 2018
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In the spring of 2018 I did a research project on basic game engine design and real-time rendering, presenting a poster at the School of Informatics, Computing, and Engineering Spring Research Symposium.

For the project, I developed my own framework in C++ using OpenGL for rendering and GLUT for user input. Using this framework, I made three different demos showcasing dynamic shader parameter linking, transform hierarchies, and GPU particle simulation.

Responsibilities
Features
  • Realtime GPU simulation of millions of particles interacting with scene objects
  • Hierarchical scene structure for object manipulation and rendering
  • Component-based behavior system
  • Extensible API for creating new behavior components
  • Dynamic shader preprocessing and parameter linking
Tools Used
  • C++, OpenGL (engine)
  • GLSL (graphical & compute shaders)
contact: rajin@rajinshankar.com copyright Rajin Shankar, 2019