Below is a listing of projects I worked on in my personal time. Unless otherwise noted, all work was done solo.
Not much to say at this point. But feel free to check out the version update rambles:
2D turned 3D roguelike developed in Unity using the Data-Orientated Technology Stack (DOTS) and Entity Component System (ECS) architecture.
A lot was accomplished in this, but it was deemed that too much work was still needed to make a final product considering the state of DOTS at the time. One day I really should do a proper post-mortem on it, but until then there are two development blogs about it:
Various experiments using WebGL which are worked on sporadically.
For more information, see the GitHub repository: github.com/ssell/webgl-experiments
A C++14 rendering engine with features such as:
- Direct3D and OpenGL renderers
- Resource Subsystem
- Event Subsystem
- Keyboard/Mouse Input
- Scene Editor built with Qt and custom reflection
After over 500 commits I have decided to retire Ocular. It was a blast to work on and I learned a ton. If I were to do it again, I would do it very differently but that is the nature of these projects. Try something new out and see how it works.
I think it definitely deserves at least a retrospective in the future.
- Coherent noise algorithms (Perlin, Simplex, Wavelet, Worley, Diamond-Square, etc.)
- Pure noise algorithms (XorShift32, XorShift128, WELL512, CMWC131104, MT128, MT19937, etc.)
- Grayscale and color palette manipulation
- Multi-threaded using workers for maximum* performance.
* Nowadays I would offload most/all of the noise implementations to shaders for true maximum performance.
A fast, efficient, and easy-to-use parser for the OBJ and MTL file formats, built with C++14 using the Boost Spirit library. Originally intended for use in the Ocular Engine, it has been released as a completely stand-alone library.
Served as a graphics and engine programmer as part of an international group of volunteers developing a sandbox, open PvP MMO using the Havok Vision engine.
Worked on a host of systems including: shaders, texturing, water rendering, optimizations, etc.
Unfortunately, in the end the project did not pan out but it was great fun to be a part of it.
Website: embersofcaerus.com (courtesy of the Internet Archive)