A collection of code written during game development at The Game Assembly, where projects were built in a custom engine called RatTrap. This repository also hosts code samples accompanying posts on my personal website.
Some of the code here lives inside the RatTrap namespace and is tightly coupled
to the engine's architecture - rendering pipeline, asset system, math library, and so on.
This means snippets rarely work in isolation, but they reflect how the features
were actually implemented in a real production environment.
These projects were written while simultaneously learning engine programming, game development, and the underlying graphics APIs. As a result, there is plenty of room for improvement in both architecture and implementation.
Outside of The Game Assembly, I have continued working with custom engines and low-level rendering - most recently building Nalta, a personal renderer and engine built from scratch to deepen my understanding of how engines and their structure work at a fundamental level.
| Folder | Description |
|---|---|
Volumetric-Fog |
Froxel-based real-time volumetric fog (DX11, HLSL) |
Terrain-Painter |
Terrain sculpting and painting tool with vertex painting and auto-texturing (DX11) |
Material-PBR |
Transition to a material-based PBR pipeline with reusable assets and scalar-driven workflows (DX11, HLSL) |
Issue-System |
In-engine issue tracking system for bug reports and suggestions placed directly in the game world (ImGui) |