Yggdrasill is a work-in-progress world generation toolkit, that currently consists of 4 main parts:
A low-level C-API, designed for easy portability and as a basis for high-level APIs written in other languages
A high-level C++-API
A number of modules that solve different aspects of the world-generation process
An interactive editor that utilizes these modules to generate worlds in real-time
Crypt of the NecroDancer meets Enter The Gungeon.
GitLab 6 days 4 programmers, 1 artist C++17 with Mirrage-Engine
A turn based bullet-hell shooter that is controlled with a single button. Slice through hordes of enemies while dodging an endless stream of bullets. You're a lighting fast angle of death ... if you can keep up with the beat.
Mirrage (2017 - 2021)
A Vulkan based 3D renderer and simple game engine featuring screen space global illumination.
Mirrage (Mirrage Indirect Radiance Renderer And Game Engine) is a Vulkan-based deferred renderer with bits and pieces of a simple game engine. It has been developed as part of my CS Bachelor's thesis focussing on screen-space global illumination in 2017.
Easily extensible data oriented entity component system
Diffuse and specular global Illumination with screen space ray-tracing
Weight base order independent transparency
Depth of field
Visibility matching tone mapping based on histogram equalization
Shhh! You're a Ninja and no one can see you – but so is everyone else. At least until you move!
A 2D twin-stick shooter in which you collect and combine elements for stronger attacks. This was my first larger game project and has been developed as part of a team project withing the scope of my Bachelor's degree.
Complex combat system with interactions between 5 different elements
OpenGL, SDL and C++ based 2D engine written from scratch