A curated collection of systems, tooling, and engine work built for performance, modularity, and real-time applications.
A modular RPG engine built in Python, using data-oriented design and Design by Contract as guiding principles. Includes a custom ECS, a deferred rendering pipeline, and a customizable physics engine, along with a full Map, Chunk, and Tile hierarchy (with a GetTile abstraction and biome types) and custom systems for combat, inventory, AI, and events. Modding and scripting support are planned.
↗A layered desktop application built in C++ with Qt6, SQLite, and CMake, for managing staff scheduling, training, and development. Built for real use in a working kitchen environment, not as a demo. Chose CMake over Qt Visual Studio projects for the build system, and resolved runtime DLL dependency issues through windeployqt integration after the build.
↗Custom physics engine with rudimentary ECS and input handling for any number of spheres on screen using rigid body physics and velocity input
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