Terrain Engine
The mountains aren't modelled — they're computed. GPU-driven procedural terrain with hydraulic erosion, real-time LOD, and compute-shader tessellation, built for landscapes that never run out of edge.
Discipline 03 Game dev & systems
That's the frame budget at 60 fps — physics, erosion, tessellation, draw. C++, Vulkan, and compute shaders, built from scratch because that's the point.
The mountains aren't modelled — they're computed. GPU-driven procedural terrain with hydraulic erosion, real-time LOD, and compute-shader tessellation, built for landscapes that never run out of edge.
A Vulkan universe simulator doing real N-body astrophysics: neutron-star mergers, gravitational waves, and a double-precision floating origin so the math still holds at galactic scale — 60 fps on RTX 40-series hardware.
Narrative World Framework — a local-first desktop tool for the people who write game worlds. Markdown entities, wikilinks, and a graph view of who betrayed whom. Tauri v2, React 19, SQLite — no cloud required.
Building something that has to run in real time? Describe the constraint — the harder the frame budget, the more interesting the problem.