C++
Fluent Builder Pattern
A C++ library implementing a scope-based fluent builder pattern for creating hierarchical configurations.
Type Traits
How I used type traits in ImReflect to make generic functions.
SFINAE
How I used SFINAE (“Substitution Failure Is Not An Error”) in ImReflect for compile time if checks
Diamond Problem
How I used virtual inheritance in ImReflect to make mixins a lot cleaner.
Mixins
Using the mixin design pattern to make reuseable, explicit and consistent API calls for ImReflect.
Tag Invoke
How I designed ImReflect using the tag_invoke design pattern.
Reflection
What C++ reflection library I picked for ImReflect until we wait for C++ 26.
ImReflect
Reflection-based C++ ImGui wrapper. My first serious attempt at an open-source GitHub project.
Kudzu - Custom voxel game engine
Custom voxel game engine developed in 8 weeks as a student project for both PS5 and PC.
Personal Game Engine
Custom cross-platform game engine for PC and PlayStation 5 in 8 weeks made entirely solo. Engine + Editor + 2 Demos
S3TC Texture Compression
A blog post about S3 Texture Compression. What it is, and how it works.
CPU Raytracing - Year 1 - Block C
Developed a CPU-based voxel ray tracer, focusing on low-level CPU programming techniques.