Showcase (WIP)
While I have worked on a lot of projects that have helped me develop as a programmer, I have decided to go into more detail about some of the more up-to-date projects that I have recently worked on as I am most proud of them and feel they are a better representation of my progress so far as a games programmer.
Karamel2D
Karamel2D is another engine I'm attempting to create out of interest for the process! This time, I wanted to work more on features of the engine instead of focusing on basic requirements of rendering etc, so SFML handles this for me in this project. It uses Tiled as its main level editor when you can first of all layout levels geometry (including animated tiles) but to also compose entities with components using an implementation of entt. I'm also working on a editor layer, it currently just displays and allows runtime editing of components and some minor debug detail. Physics is handled by Box2D, optimised level collisions get generated with the data received from Tiled and entities can be composed with physics components to involve them in the physics simulation. I've got a basic threaded networking system created that can send and handle custom packets with event callbacks. However at the time of writing, I'm going to be changing it a lot to work nicer with syncing scene state across connected clients and improve its design to be cleaner to use. Quality of code here is basically prototype, theres a lot that needs refactoring now I've learn the process.
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The final goal is to make a simple multiplayer 2D physics platformer. Right now I'm focusing on creating the tech I'll be using after I've designed a game.

Dungeons
Name in progress! I've had a game idea that I'm in love with and want to make for years now, I actually have another project here where I attempted to build the same idea but quickly realised it was way out of scope considering I was using my own network solution for Unity at the time! Learning more about Unreal Engine and a feature of its called GAS additionally to my experience in games has made this feel like there's something of a chance to at least get something fun even may it be only a prototype. I won't go into detail about the full game idea as this isn't what this is for but I'm always excited to talk ideas!
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What started as me trying to write a dungeon generator in C++ Unreal Engine has evolved into a long term game project. Using delaunay tetrahedralization, I've ensured valid connections between randomly sized and positioned rooms. The generator, equipped with a custom A* pathfinder, guarantees navigable pathways for players. Future plans include enhancing control over room placement/sizing and incorporating alternative pathing methods like ladders. Currently working on a dungeon decorator for thematic elements.
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For multiplayer, drop-in/drop-out functionality is implemented. Clients receive the level seed on connection, generating the dungeon, and the server spawns a character for them.
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Implemented a GAS system for easy creation of multiplayer-driven gameplay abilities. Abilities and their details are defined in a table, facilitating the creation and iteration of new abilities for a multiplayer action RPG.
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The goal is to create three basic classes with complementary low-level abilities, themed dungeons for exploration, and diverse enemies. The focus is on iterating until the gameplay is enjoyable before progressing to other aspects of the game.