Projects
Below is a listing of projects I worked on in my personal time. Unless otherwise noted, all work was done solo.
Beyond the Storm (2021 - Present)
Not much to say at this point. But feel free to check out the version update rambles:
Realms (2018 - 2021)
2D turned 3D roguelike developed in Unity using the Data-Orientated Technology Stack (DOTS) and Entity Component System (ECS) architecture.
A lot was accomplished in this, but it was deemed that too much work was still needed to make a final product considering the state of DOTS at the time. One day I really should do a proper post-mortem on it, but until then there are two development blogs about it:
WebGL Experiments (2019)
Various experiments using WebGL which are worked on sporadically.
For more information, see the GitHub repository: github.com/ssell/webgl-experiments
Ocular Engine (2014 - 2018)
A C++14 rendering engine with features such as:
- Direct3D and OpenGL renderers
- Resource Subsystem
- Event Subsystem
- Keyboard/Mouse Input
- Scene Editor built with Qt and custom reflection
After over 500 commits I have decided to retire Ocular. It was a blast to work on and I learned a ton. If I were to do it again, I would do it very differently but that is the nature of these projects. Try something new out and see how it works.
I think it definitely deserves at least a retrospective in the future.
Website: vertexfragment.com/ocular-engine
Code: github.com/ssell/OcularEngine
noisegen (2017)
A web-based coherent noise generation tool, implemented using JavaScript and HTML5.
- Coherent noise algorithms (Perlin, Simplex, Wavelet, Worley, Diamond-Square, etc.)
- Pure noise algorithms (XorShift32, XorShift128, WELL512, CMWC131104, MT128, MT19937, etc.)
- Grayscale and color palette manipulation
- Multi-threaded using workers for maximum* performance.
Website: vertexfragment.com/noisegen
Code: github.com/ssell/OBJParser
* Nowadays I would offload most/all of the noise implementations to shaders for true maximum performance.
OBJParser (2016)
A fast, efficient, and easy-to-use parser for the OBJ and MTL file formats, built with C++14 using the Boost Spirit library. Originally intended for use in the Ocular Engine, it has been released as a completely stand-alone library.
Website: vertexfragment.com/objparser
Code: github.com/ssell/OBJParser
Embers of Caerus (2012 - 2013)
Served as a graphics and engine programmer as part of an international group of volunteers developing a sandbox, open PvP MMO using the Havok Vision engine.
Worked on a host of systems including: shaders, texturing, water rendering, optimizations, etc.
Unfortunately, in the end the project did not pan out but it was great fun to be a part of it.
Website: embersofcaerus.com (courtesy of the Internet Archive)