projects

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leafgem

leafgem

leafgem is a game engine written in Crystal using C bindings to SDL2. the engine implements common ideas in high-level game creation, such as instances, tilemaps, scripted events/timelines and so on.

my goal with this project is to have a powerful and *simple* toolbox to create games quickly, but also not let it be overkill for the things most indie devs want to achieve.

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celebi

wavefront 64

this is a work in progress, wherein it takes a wavefront (.obj) file and outputs a C header file for use with the official N64 development kit in the form of a display list alongside vector matrices and bitmap data.

for now, I'm nowhere near proficient enough with C programming nor have the time to learn the ins and outs of the nintendo 64 SDK, so further projects are on hold.

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gloop

gloop

i am (update june 2018: was) an avid user of love2d for making games, but it always took me a long time to get the groundwork in place.

thus, i made a small boilerplate / library for use with the love2d framework that simplifies and abstracts a lot of functionality. this library accommodates focus on objects, tile-based rooms, and users who want something fast and simple to create games with.

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neural network

luanne

a series of small apps that accommodate a very simple machine learning library i made from scratch in lua for an extended project qualification while doing a-levels - the focus was on how they work primitively, and was closer to a mathematical research project than a programming project.

these included the library itself, a visualiser made in love2d, a bunch of apps for translating images into unitary vectors, and a few dataset fetchers (just downloaded a ton of poetry from websites)

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fuck u notch

unnamed opengl project [now retired]

i have started development of my own 2d game engine, and while working out how to do so, i'm creating a simple 3d engine in C++ with opengl, where i aim to provide Lua bindings for game development.