Aurora Engine
A modular C++23 game engine built around a custom RHI, multi-queue render graph, ECS modules, and asynchronous rendering, compute, and transfers.
Portfolio - 2026
About
Greetings, I am a Graphics/Engine programmer, deeply fascinated by realtime-graphics, rendering engines, game engines, and low-level optimizations/implementations.
I have experience of varying degrees with most shader languages, glsl, hlsl, slang, wgsl, with the most familiarity currently being in slang. Additionaly, I have experence with Vulkan, C++, C, C#, Rust, Zig, Unity and Unreal Engine, with C++ currently being my primary language. My most recent project is called "Poly-Gone Spheres", a real-time planet editor, made in a custom C++23 game engine with Vulkan 1.4.
LinkedIn
Work
A modular C++23 game engine built around a custom RHI, multi-queue render graph, ECS modules, and asynchronous rendering, compute, and transfers.
C++23 optimizing Brainfuck tail-call interpreter, and jit compiler
A procedural planet editor for building a base shape with nodes, sculpting it non-destructively, and rendering it through a sparse GPU SDF.
C++ Realtime Seamless Portal implementation in Unreal Engine 5.6
A Lock-Free C++ 23 threadpool, with support for Coroutines, and Functors. A pluggable scheduling strategy through template metaprogramming, and a custom domain-specific lock-free sized thread-caching allocator
Unreal Engine Vertex Displacement Audio Visualizers, using MetaSounds.
C++ Unreal Engine 5.6 System for easily recording and detecting hand gestures, when using hand tracking in VR.
OpenGL C++ multi-threaded infinite terrain.
Unity-based 3D sculptor using compute shaders and SDFs