A software engineer and business analyst with a passion for art, physics and programming.
Experienced in several technology roles including systems integration, frontend/backend web development, enterprise solutions, e-commerce consulting, 3D visualizations for web and virtual reality.
An algorithm for game agents to pursue moving targets efficiently in a dynamic game map. It is based on an adaptive A* search technique called "Tracking Automatic Optimization" I developed as part of my engineering coursework and was originally implemented in XNA.
The demo presented in the link below is a re-written WebGL version of the base algorithm.
There are no third-party libraries used in the WebGL version. All features, including the math functions were written from scratch.
The demo includes animations on a primitive 3D cube, completely made in WebGL using math utilities but without any frameworks like three.js.
Side scroller with projectile motion, procedural path generation mechanics.
Satisfying animation created using Unity scripting including translations, rotations, scaling and events.
A simple game featuring rigidbody physics, collision detection, audio, particles and UI to refresh and explore Unity.
Demonstrates a fragment shader used to render a diffuse light on a normal map. The light color varies depending on the pixel position on the screen.
The surface plane and the scene is created using the three.js library.
A WebGL learning project on twisting of primitive shapes by displacing vertices proportional to the distance from the shape's center.
It also shows how the appearance is affected in various levels of tesselation. The effect can be observed for different shapes and fractal geometries.