Other Work

A collection of interesting works.

Screen-Space Reflections

The idea for how to made Screen-space reflections came to me while I was trying to sleep. One could iteratively move the point which one samples through the depth buffer and see if it ever goes behind the depth, in which case you would return the pixel value as the reflection color.

Before making SSR, I worked on a water shader which used the depth buffer to calculate how dark the water color should be. This is what lead to the inspiration.


The final result was the perfect addition to the water's appearance. The effect might not always be noticable, but the addition of reflections of the islands and boats looks quite nice. The performance was suboptimal; my FPS went from 340 to 140, which is not great but it's still more than playable. The effect is also toggleable for lower-end hardware.

Particles

A simple particle system I made for P7. Made quickly over about 20 hours in total. Full editor support. Has color and size gradients; spawning as over time, over distance, or one shot; turbulence, drag, spawn shapes; start speed; world and local positions; alpha and additive blending; custom pixel shaders. 

Trajectory prediction

At one point in my Gymnasium I was really interested in the game Kerbal Space Program, and thought it would be fun to calculate the orbital path of an object given a starting altitude, velocity, and planet mass. A few days later I had a simple 2D demo, which was accurate in comparison to real planetary bodies.

The reference body used was Ceres.