inde
This project has no intention to be fully usable, it's mostly to try things and learn stuff. There are 3 asset managers
- Editor (import raw asset with additional meta data for easier usage)
- Build (use compiled asset, divided by packages of used assets)
- Engine ("hard-coded" assets for the engine not used by the user, such as file icons)
There are multiple scenes used as packages that can be loaded/unloaded and transitioned to (to avoid unloading used assets).
The creation of different projects is also possible.
Since I was using Clang as my compiler, I decided to debug with LLDB.
This is my first C project. I learned memory management by creating different memory allocators and multiple data structures from scratch. I also got to learn Vulkan rendering pipeline and try things like batch rendering. It was also the occasion to make my own game math library (also in C) which uses some compilation tricks to make it user friendly. There is also a docking system made from scratch (it only works from code though).
Language : C
github.com/Maxodie/Feur
GLFW
Vulkan
Nuklear
VulkanMemoryAllocator
Mathilda (self made math lib)
Assimp
Glad (not supported yet)
SDL2 (not supported yet)
Wonky Race is a multiplayer game developed by the studio Dream Powered Gamed. It intends to be sold on PC and Switch2. Since I was in a team of 2 programmers I worked on a lot of systems such as the player controller / physics-based movement system (since it's physics based like Fall Guys' controller). Moreover the Camera and its blend system with the road's splines, the player networking, gameplay objects, level loadings and lobby (it's playable up to 32 players). I also worked on the AI states in order to simulate player's behaviour, from sliding or jumping, to choosing between roads or doors based on the environment. I made the different UI elements such as the settings menu, the main menu, the in game HUD or the loading screen based on mockup made by the art team. Moreover I integrate models, animations, fx / vfx assets given by the other teams, communicating and talking with people.
Language : C++
No links available for now
Unreal Engine
Tortoise SVN
Trello
Miro
Wonky Depth is a multiplayer game developed by the studio Dream Powered Gamed playable up to 4 players. We are a team of 2 programmers and made a replicated rope with physics that can interact with the world and dynamic gameplay elements. I also implemented movement techniques such as flutter jump / gliding / crawling / running. I also worked on AI behaviors that can interact as a group and with the player. The game is still in an early state
Language : C++
No links available for now
Unreal Engine
Tortoise SVN
Trello
Miro
Year project made for my bachelor's at CNAM-ENJMIN. Team of 5 people, realised with Unity3D in C# (NoeVim / Visual Studio). I mainly worked on gameplay / UI programming, base architecture of dependencies and behaviors.
Language : C#
Itch.io/LetMeCook
Unity Engine
Github
Trello