This portfolio highlights my professional work across various projects.
3D C/OpenGL Game Engine
Instance rendered grass blades with vertex animation and procedurally generated terrain
Stylized water, with scrolled noise texture
Composed scene with entities, Dense grass and Terrain
Assets Pipeline, Scene Hierarchy, Frustum culling and custom editor ImGUI
Instanced Particle system and Screen Space Reflections
Skeletal Animation: GPU Skinning
Skeletal Animation: GPU Skinning
Skeletal animation: Debug Visualization
PBR: Emissive Material
Scene Overview: Walkthrough
Full Self-Driving Visualization System
A snapshot from the Full Self-Driving (FSD) visualization system, highlighting real-time detection and rendering capabilities.
Voxel Engine: Forward Rendering
My old OpenGL Voxel Engine featured forward rendering, post-processing passes like bloom, FXAA, texture and geometry batching, AABB collisions, and dynamic world deformation.
Open World Map Streaming from Disk - C/OpenGL
2D Vulkan Renderer / Sandbox (No Compute)
Code Editor for C and C++

The editor is primarily meant for use with C and C++. It has built-in support for clang-format, but no LSP or autocomplete tools.
# Other Personal Projects