A splitscreen 2-player soccer game, rendered and animated with only signed distance functions and procedural patterns. The physics engine is also hand-made and based on SDFs.
A 3d modeling software that uses SDFs. Instead of making polygon meshes, it creates parameterized 3d models, kind of like the 3d version of vector images.
A series of small games that I made to learn about different techniques in graphics programming.
None of the above projects have images or 3d models included in their assets.
Instead, they use Signed Distance Fields (SDFs) and are rendered using sphere-assisted raymarching.
As a consequence, they all have instantaneous load times and can run in realtime on modern web browsers.
During the year, I made several AI projects, including a GAN that makes magic cards (pictured), a genetic algorithm that learns to play flappy bird, and an adventure game that made use of OpenAI's GPT-3 Davinci API before ChatGPT came out.
Many projects were mathematical models, including GPU-Accelerated multi-neighborhood cellular automata, a Julia set plotter, a 3d grapher, and Langton's Ant.
Some of the projects were games, including the pictured online chess variant and ASCII dungeon game.
These projects included AI, mathematical models/advanced algorithms, and a few online multiplayer games.
They used Tensorflow, Node.js, WebGL, OpenCV, and (interestingly) the GPT-3 Davinci API before ChatGPT came out.