Element Interpreter

November 2021

While at Ultraleap I was responsible for developing an interpreter over a period of 6 months for the Functional Programming language that we open sourced, Element - designed to execute highly performant and optimised code on hardware embedded devices within deterministic bounded space and time constraints

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WASM C++ & CMake Template

September 2021

Demo. I released this Github Template to set up a new repo that had full support for running C++ on the web via WASM, using Emscripten, alongside all the required libraries, integrations, best practices, and build systems with CI/CD

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Engine27

September 2019

Image of 'Engine27' Project

Engine27 was a 2D game engine written in C++17 that I worked on with a friend, using DirectX 11 and Win32. The DirectX Renderer is fully working, capable of sorting and drawing 100k transparent sprites at 60fps with minimal draw calls due to instancing and texture atlas support

Threadpool

August 2021

I built a C++17 header-only Threadpool library with 4 different compile time configuration options (policies). Uses various standard multithreading functions (mutex, promise, condition variable, atomic). Features unit tests, Github Actions CI/CD, and benchmarks.

Platform System

October 2017

Image of 'Platform System' Project

I made a system in unity to create nice platforms for the 3D platforming Slime Game with helpful debug displays, a variety of controls, smooth catmul-rom spline interpolation, and other polish like tilting based on the players position on the platform and sine wave offsets.

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