My personal sandbox/portfolio.
I cannot offer you a fancy paper or fancy numbers in my CV, but I can offer you quality software in a jungle of terrible software getting worse by each passing day.
This project is meant to showcase the real fruits of my efforts and competence in software.
Everything is made from scratch with one temporary external dependency being shaderc.
Except for shaderc binaries, there are some unimplemented unix functions needed to compile on unix systems (osext/linux).
Vulkan backend is tested with a RTX 3060 Laptop GPU as well as 11th gen intel i5 integrated graphics.
I can be reached at charlie.malmqvist1@gmail.com.
If you want to run this project you would need to be on a x64 Windows system because I'm using precompiled binaries for shaderc. The plan is to replace shaderc with my own GLSL compiler, making this project entirely self-contained.
Everything is written with odin lang. If you want to compile and run any of the code it's quite simple to install odin and get started (odin-lang.org).
Note: Some implementation pages contain more information and showcases.
(GIF might take a while to load)
- Implementation: https://github.com/asbott/jamgine/tree/main/gfx/particles
- Test project: https://github.com/asbott/jamgine/tree/main/projects/emitters_test
Also seen in the particle emitter showcase.
igui.begin_window("My Window");
igui.label("Hey there", color=gfx.GREEN);
@(static)
f32_value : f32;
igui.f32_drag("Float value: ", &f32_value);
if igui.button("Unset") {
f32_value = 0;
}
igui.end_window();
- Implementation: https://github.com/asbott/jamgine/tree/main/gfx/imm/gui
- Test project: https://github.com/asbott/jamgine/tree/main/projects/imm_gui_test
- Implementation: https://github.com/asbott/jamgine/tree/main/console
- Test project: Active in most projects
- Vulkan Backend
- GLSL Lexer, Parser and Introspection