Hungry Henry 3D
2013. Rendering engine prototype
Created a prototype raymarching engine that runs entirely on the GPU.
Hungry Henry 3D uses a prototype game engine written entirely in a single GLSL shader. All map data, object geometry, and game state is stored in a single texture, processed by the GPU, and rendered onto a quad. No polygons are used; all geometry is rendered using ray-marching. Includes dynamic realtime global illumination.
Skills: computer graphics, mathematics