KuwaharaPP
A Kuwahara post-process filter for Unity’s Built-in RP, created by exploring different algorithm styles for smoother results.
I’m a programmer and music artist who loves building things from scratch, from engines, games and tools to full simulations, mostly in C++. Lately I’ve been more into graphics programming with Vulkan. And when I’m not coding, I’m usually learning music and creating tracks whenever inspiration kicks in.
A Kuwahara post-process filter for Unity’s Built-in RP, created by exploring different algorithm styles for smoother results.
A C++ soft-body 2D engine using a spring-mass system to simulate deformable physics-based interactions in games.
A C++ solar system simulation using SDL3 and Newtonian gravity to model orbital motion of planets around a fixed sun.
A terrain generation demo using Perlin noise in C++ with Raylib to create randomized 3D landscapes.
A modified version of a Unity-based digital logic simulator focused on learning circuit design fundamentals.
A Unity scene showcasing cel-shading and stylized rendering techniques using the built-in renderer and custom shaders.
A C++ simulation using raylib that visually demonstrates random particle movement mimicking Brownian motion.
A custom-built C++ engine using SFML to simulate basic 2D physics interactions like collisions and gravity.
A machine learning model using Gradient Boosting to estimate industry-related carbon emissions based on various input features.
A Unity-based puzzle game that integrates programming logic with interactive challenges using cubes and triggers.