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.