Software Engineer in making and a self proclaimed Bug-Slayer. On a journey to find the most efficient way of leveling through Computer Engineering while still acquiring all the useful quest rewards, with minimal backtracking.
Playing different video games at an early age made me interested towards Games. I was fascinated by how video game works and how it uses the same Mathematics and Physics we learnt in High School and College(which i didn't know earlier) and surrounded by people who were in Game Dev attracted me even more towards Game Development. So my journey to become a Game Developer started from 11th Grade when i took Computer Science subject as an optional.
Did my Computer Engineering from Savitribai Phule Pune University(SPPU). I am aware of OOPs concept, Design Patterns, currently learning something exciting. Till then check out my awesome work.
Devlog 3 is now posted on YouTube. New stuff in, though not as much as in the previous devlog, but it comes with a fresh look. Added custom tool icons, and now we have a docking system implemented, with capability of adding multiple tilesets in window tabs. We have Paint Bucket tool now, and Rectangle Select although its still WIP.
Tile Editor made in C++ using SFML and ImGui Libary, still a work in progress and currently has many of the familiar features as compared to other Tile Editor softwares.
Tower Defense game set in medieval-era period, featuring fictional monsters like Orcs, Trolls, Goblins etc. Destroy enemies with building towers each having unique function. Its made in C++ and SFML.
Final Year College Project, clone of the famous OG game Bomberman, made in C++, SFML, TGUI and Mongocxx(MongoDB's C++ Driver'). Purpose of this project was to learn things by application rather than being theoretical. We implemented the programming concepts we learnt throughout our college years, like OOPs, Design Patterns, Filesystem I/O, DBMS and more.
The traditional Conway's Game of Life abiding by the three rules, demonstrated by using SFML library & C++ language. The "MORE" in this is the UI for different controls and the selection of some pre loaded patterns from the pattern matrix.
Raycasting is a rendering technique to create a 3D perspective in a 2D map. This is the first part of that. Follow for more updates on the next part of creating the 3D perspective. The rendering was done by a library called SFML and was writtten in C++ language.
Simulating the motion of Birds flocking, created by Developer Craig Reynolds . The algorithm consists of three simple steering behaviours Separation, Alignment and Cohesion.
Its a method of creating fractals, a polygon and an initial point is selected at random inside it. The fractal is created iteratively by creating a sequence of points, starting with the initial random point, in which each point in the sequence is a given fraction of the distance between the previous point and one of the vertices of the polygon; the vertex is chosen at random in each iteration.
Visualization/simulation of Bubble Sorting algorithm. Every line represents a number in the array of Lines, with height being a random number.
Swapping occurs between two adjacent lines depending on the larger number(bigger line in terms of height).
Random Walk simulation using C++ and SFML. Random Walk is a process of taking successive steps in random direction and simulating it using an entity(ex : dot, circle), thus creating a random pattern.
Anything and Everything Unreal Engine. Here I showcase all creations, whether they're small experiments or large-scale projects.
Doodle Jump Clone
Made clone of Doodle Jump in Unreal Engine 5 for Android.
Niagara System and Spline Path Follow
Tried the new Niagara System. Did this as an experiment to learn about particles, also wanted to properly do a spline follow path for particles, albeit a basic, but was able to achieve it
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This is underlined and this is code: for (;;) { ... }. Finally, this is a link.
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i = 0;
while (!deck.isInOrder()) {
print 'Iteration ' + i;
deck.shuffle();
i++;
}
print 'It took ' + i + ' iterations to sort the deck.';