Caleb's Collection of Little Works
My Vulkan Engine
C++
Vulkan
GLSL
CMake
The repo to my whole codebase. Check "dev" for the latest additions.
Contributions:
  • Physically-Based Rendering with Deferred Shading
  • Geometry shader that efficiently projects multiple depth maps into image layers for sampling
  • Non-blocking I/O that loads .obj and .gltf geometry and texture data with the use of a transfer queue on the GPU for image layout transitions.
  • Cross-platform build automation with CMake for Windows and Linux systems
  • Hot-reloading with fstat() and shaderc integration
  • Rigidbody physics with ReactPhysics3D integration
Nowhere to Grow
C++
Narrative Design
Animation
A 2D Puzzle and Story-Based Platformer.
Contributions:
  • Player and Interactables Programming
  • Story Development and Writing
  • Character and Cutscene Animation
Somniphobia
UE5
Graphics
Game AI
Animation
A Rogue-Like Survival Horror game where the player must escape a recurring nightmare, inspired by classic Resident Evil and Silent Hill.
Contributions:
  • Enemy AI Programming
  • Screenspace pixelation shader
  • Enemy pixelation material
  • Custom player and enemy animations
  • Level lighting assistance
  • Audio design assistance
Behavior Tree Demo
C++
Game AI
Academic Project
Fun? Wario show you fun.
Contributions:
  • Added DirectX OBB collisions to code-base
  • Added 10 new decorator and leaf nodes
  • Created 4 unique behavior trees
Lunarsword
C++
Graphics
A Rogue-Like TBRPG game where the player must fight their way up to the moon.
Contributions:
  • Bloom post-processing shaders
  • UI Buttons
  • Serialization code assistance
  • Core engine code assistance
Project Peeple
C
Game Design
Audio Design
A minimalistic collection-based game where the player must defend against enemies and suck up "peeple".
Contributions:
  • Level designer (events, enemy placement)
  • Music composition
  • Weapon code
  • Collection code assistance
Software Rendering Demo
C++
Graphics
Academic Project
A little assignment I did for an intro-level graphics class. The code simply does what the pipeline does between vertex and fragment stages, but all on the cpu.