HIGHLIGHT — GRAPHICS

The Castle, in OpenGL

Two hand-built renderers: a real-time 3D castle environment from my graphics coursework, and a personal OpenGL renderer with Assimp model loading and a Dear ImGui debug interface.

Before the engine and the GPU work, there was raw OpenGL — no engine, no framework, a window and a graphics context.

The Castle (2019)

A 3D castle environment rendered in real time in C++ and OpenGL. It covers the fundamentals every renderer stands on — mesh submission, transforms and camera math, lighting, and scene composition — written directly against the API. The source is public.

OpenGL Renderer (2021)

A personal follow-up, built to explore how production engines structure their rendering layer:

Why it matters

Modern engine work sits on top of exactly these layers. Having written them by hand — twice, years apart — is why the later DirectX/HLSL and CUDA work had somewhere to land. This is also the through-line of the whole portfolio: from fixed-function-era fundamentals to GPU-driven animation, every layer of the stack has been built at least once.