Ryan Tan's Projects
A platform agnostic graphics rendering API that currently supports and implements OpenGL & Vulcan.
A professional game engine for use with real-time application development featuring RHI, serializations, multi-library asset importing and a full fledged editor suite.
An A* pathfinding system in Unity featuring obstacle penalties, heap optimization amongst others.
A game engine with an emphasis on architectural quality and performance, featuring discipline-based editor contexts and a mature tools framework.
A collection of small hobby projects made with C++ and SFML. :sparkler:
A 3D graphics engine for my personal experimentation with different render techniques in OpenGL/Vulkan/DX12.
A multithreading library for C++ allowing concurrent task executions and loop parallelizations.
A debug console in Unity that allows players/developers to submit commands that modify in-game behaviour.
An entity component system implementation used to handle game objects and their associated functionalities with user friendly abstractions/handlers.
A C++ based custom event system built on top of the Graphics Library Framework used to detect user input events.
A real-time raytracing implementation using Vulkan and NVIDIA RTX, inspired by the popular series of books by Peter Shirley.
A trove of useful programming knowledge and coding challenges.
A terminal arcade game based off of the classic "Space Invaders", implemented in Rust.
A cross-platform system abstraction library for managing windows and performing OS tasks.
A cross-platform game engine with an emphasis on visual performance, architectural quality and learning.
Game engine with an emphasis on architectual quality and performance
A full serialization infrastructure (text/binary) augmented with delegates, static reflection and RTTI.
A suite of fast and efficient game engine utilities/libraries including RTTI, Profiling, IO Manipulations amongst others.
A collection of small hobby projects made with C++ & Unreal Engine. :smile:
A collection of small hobby projects made with C# and Unity. :crystal_ball:
:purple_heart: A supercharged std::vector implementation (minus Allocator)
A visual instrumentor used to measure code execution structure and performance. Supports multi-threading.
It's me, Ryan!