Inverse Kinematics

An Inverse Kinematics system in Godot using GDExtension which allows for various bone lengths, number of bones, and number of IK chains. Made using C++.


Water Surface Shader

Exploring a Screen-Space technique for rendering realistic water in real-time, covered in a 2010 GDC talk by Simon Green. Made using OpenGL and C++.


Paintbrush Shader

Exploring NPR (Non-Photorealistic Rendering) techniques with a custom post process shader aiming to create the effect of brushstrokes on a model in realtime. Made using OpenGL and C++.