[{"content":"","date":"18 February 2026","externalUrl":null,"permalink":"/tags/c%23/","section":"Tags","summary":"","title":"C#","type":"tags"},{"content":"\nPrevious Next About # Cthulhu \u0026amp; Me is a 3D third-person roguelike boomer-shooter. On a bright sunny day, Cthulhu rises from the ocean to terrorize the world once again, but notices a little girl who is seemingly not afraid of him.\nPlay as this little girl in the world of her dreams. Battle monstrosities created by Cthulhu and collecing a variety of imaginary weapons as you navigate through a maze of randomized rooms.\nHighlight: Portal # For the portals, we wanted an odd effect to highlight that the player is in a dream. To create something otherworldly, I used a spiraling screen space distortion with a color tint. To differentiate safe rooms from combat areas, among other things we change the portals. Cthluhu appears through the portal, but not in the world. This is using stencil shader making it so you can only see him through select areas of the screen.\nResponsibilities # Reviewed code and ensuring efficiency and readability in the code Collaborated with team members in bug fixing and advice on development strategies Profiled the game to ensure efficiency at target hardware Practiced Pair Programming using a driver and navigator system to ensure quality code Created and maintained documentation about the technical aspects of development Developed visual effects using shader programs Implemented movement mechanics wait accessible values for designers to tweak Supported in the development of the combat system, and AI Utilized external packages to accelerate the speed of development Info # Role: Lead Programmer/Graphics Programmer Team Size: 12 Development Time: 14 weeks Cthulhu and Me by vctr, MaximoSchro, Blazing BRO, spareuidesigner, FuzzyOcelot, SokoCat ","date":"18 February 2026","externalUrl":null,"permalink":"/projects/cthulhu-and-me/","section":"Projects","summary":"\nPrevious Next About # Cthulhu \u0026 Me is a 3D third-person roguelike boomer-shooter. On a bright sunny day, Cthulhu rises from the ocean to terrorize the world once again, but notices a little girl who is seemingly not afraid of him.\n","title":"Cthulhu and Me","type":"projects"},{"content":"","date":"18 February 2026","externalUrl":null,"permalink":"/tags/hlsl/","section":"Tags","summary":"","title":"HLSL","type":"tags"},{"content":"","date":"18 February 2026","externalUrl":null,"permalink":"/","section":"Home","summary":"","title":"Home","type":"page"},{"content":"","date":"18 February 2026","externalUrl":null,"permalink":"/projects/","section":"Projects","summary":"","title":"Projects","type":"projects"},{"content":"","date":"18 February 2026","externalUrl":null,"permalink":"/tags/shadergraph/","section":"Tags","summary":"","title":"Shadergraph","type":"tags"},{"content":"","date":"18 February 2026","externalUrl":null,"permalink":"/tags/","section":"Tags","summary":"","title":"Tags","type":"tags"},{"content":"","date":"18 February 2026","externalUrl":null,"permalink":"/tags/unity/","section":"Tags","summary":"","title":"Unity","type":"tags"},{"content":"","externalUrl":null,"permalink":"/authors/","section":"Authors","summary":"","title":"Authors","type":"authors"},{"content":"","externalUrl":null,"permalink":"/categories/","section":"Categories","summary":"","title":"Categories","type":"categories"},{"content":"\nAbout # This was my final project for a graphics programming course. Our goal was to create an environment with fish that were flocking and make it look like a painting via a kuwahara filter.\nIn order to have the fish flock in an efficient manner, I implemented the flocking algorithm utilizing GPU dispatches through a compute shader.\nResponsibilities # Implemented the flocking algorithm such that it calculates boids on the GPU using compute shaders to save performance Increased performance to be able to calculate the position and velocity thousands of boids simultaneously while maintaining a stable 60 FPS Implemented instanced rendering of boids so they work with vertex shader animations created in shader graph Info # Role: Compute shader flocking algorithm Team Size: 3 Development Time: 3 weeks ","externalUrl":null,"permalink":"/projects/gpu-flocking/","section":"Projects","summary":"\nAbout # This was my final project for a graphics programming course. Our goal was to create an environment with fish that were flocking and make it look like a painting via a kuwahara filter.\nIn order to have the fish flock in an efficient manner, I implemented the flocking algorithm utilizing GPU dispatches through a compute shader.\n","title":"GPU Flocking","type":"projects"},{"content":"","externalUrl":null,"permalink":"/tags/latex/","section":"Tags","summary":"","title":"LaTex","type":"tags"},{"content":"","externalUrl":null,"permalink":"/series/","section":"Series","summary":"","title":"Series","type":"series"},{"content":"\nAbout # This project was an interactive spline tool built in the Unity game engine demonstrating different mathematical curves along a spline. Then, we presented at the Hudson River Undergraduate Math Conference about different applications of splines in different fields and how they worked using the Spline Tool and Desmos to aide our explanation.\nPrevious Next Highlight # Presenting this at HRUMC with my copresenter Lizzie was very fun, and it was sick to see all the other talks about different mathematical concepts and applications.\nIt was also a cool technical challenge to implement objects that can animate along the spline with constant velocity since it required generating then using look up tables to evaluate the acceleration at different points then interpolating those values where we were along the spline.\nResponsibilities # Programming Responsibilities # Wrote algorithms to procedurally generate vertex data (Positions and UVs) and indices for a shape extruding around a curve Implemented different parametric functions to extrude differently along the spline and polar functions to extrude around the spline differently Supports dynamically regenerating meshes at runtime allowing for changes to the spline position, subdivisions, and shape around the spline Implemented and object the animates along the spline The object can animate with uniform velocity or uniform time between each curve Presentation Responsibilities # Create Bezier curve and Spline demos using Desmos and explain Bezier curves and Splines Help create slides in LaTex Explain applications of splines to game development Demonstrate program working Answer questions relevant to my part of the presentation Info # Role: Sole Programmer and Co-presenter Team Size: 2 Development Time: 3 weeks ","externalUrl":null,"permalink":"/projects/spline-tools/","section":"Projects","summary":"\nAbout # This project was an interactive spline tool built in the Unity game engine demonstrating different mathematical curves along a spline. Then, we presented at the Hudson River Undergraduate Math Conference about different applications of splines in different fields and how they worked using the Spline Tool and Desmos to aide our explanation.\n","title":"Spline Tools","type":"projects"}]