Explore variety of my projects

You can find most of my projects on GitHub!

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VXGI

Implementation of voxel-cone tracing with global illumination in C# with OpenTK bindings, currently working on, full implementation of GLSL shader code. I've chosen this technique because it's one of the most advanced and efficent global illuminations out there. Working so far: realtime GI (indirect diffuse, specular, shadows, entire direct lighting system). Performance: ~ 60 FPS on GTX1080 with dynamic objects (voxelizing scene each render call), definitelly needs some optimization. Not open-source yet...

Voxel-cone tracing example
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Sharp-font

OpenTK SDF font-renderer, C# library for rendering fonts in OpenGL (OpenTK), using SDF (signed distance fields) generated by HIERO (Or you may use any other font -> SDF generator). I am using generic .fnt file extension for loading SDF map. I've made this because there is no good SDF font-rendering library for C# OpenTK bindings. Available on my GitHub...

SDF font rendering
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Sharp-tracing

Realtime toy-raytracer done in C# OpenTK low level bindings for OpenGL, open-source on my GitHub, made specially for learning purpose. You can definitely fork this repo and get inspired. I don't plan any future updates, there is no complex material system, because real-time ray tracing is too slow and in-efficent (if we don't count RTX), there are other better global illumination techniques like voxel cone tracing (which are ray-tracing based tho, so this is a good start)...

Sharp-tracing
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Majdacraft

C# OpenTK Minecraft clone, made opensource with future-proof strucutre in mind, not available yet, because there was no time for it. Working so far: block placing & destroying, infinite world generation, optimized chunk system, basic terrain generation, custom perlin noise algorithm...

Sharp-tracing
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