Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftodebogdan/ShaderEditor
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Updated
Feb 20, 2026 - C++
Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftodebogdan/ShaderEditor
A procedural planet generation tech demo
A custom 3D voxel space engine tech demo for the GameBoy Advance
Gameboy Advance player for ulc-codec
A tech demo for a browser-based, Pokemon-esque RPG overworld engine that even supports Internet Explorer 6.
Metal Quake — Quake rebuilt entirely on native Apple technologies. Metal rendering, PHASE spatial audio, Core Haptics, GameController, Network.framework, SwiftUI, GCD, CoreML. Zero third-party dependencies.
Tech demo for interfacing with heat-based USB insect bite healers
Crazy tech demo game thing with automagical LAN multiplayer
An advanced robotics initiative harnessing Kinect's computer vision capabilities for precise object detection and manipulation, coupled with robust autonomous navigation and path planning technologies. Powered by an Arduino for seamless hardware control and real-time responsiveness.
Nintendo DS player for ulc-codec
Real-time 3D rendering & engine tech demo in Babylon.js 9 (WebGPU/WebGL2) — procedural village, forests, weather, Gerstner-wave water, volumetric fog & Havok physics.
The tech demo result of my 2018 Github GameOff, an attempt at a hybrid of Tactics gameplay on a Hexagonal map.
Advanced Plotly.js in-plot State Hydration for custom ModeBar Button Modes
Full-stack e-commerce storefront with Stripe checkout, cart management, and product catalog - Next.js, TypeScript
Rough reproduction of the source tree for Into the Shadows, generated from debug information left in the Into the Shadows character demonstration from 1995.
Tech demonstrator for the Depeche protocol - Depeche Demonstrator - DeDe
This is a quick-and-dirty test to get extra sprite colors on the Sega Master System by changing the palette between scanlines.
Continuing working on Metal Quake with a Rust migration as a learning exercise.
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