Jack Delahunt
Contact and information
Game dev CV
SWE CV
Github
Phone: 07598 298889
Email: jdealhunt@gmail.com
Location: London, United Kingdom
About me
Graduated in Applied Computing (Game Development) from The Waterford Institute of Technology (SETU) in Ireland.
I have been programming for half my life and have many areas that excite me. I enjoy writing low level and performance critical code.
I have listed some projects showcasing some explorations I have done in this area in the form of Games/Game Engines. I also have an interest in programming language creation, linked below.
Please get in contact for things such as hiring opportunities or just find the things I have done interesting.
Notable projects
- Handmade 3D game engine in C++
- OpenGL renderer using defered rendering with multiple render passes for geometry, lighting, shadows and screen space ambient occlusion (SSAO)
- Using Phong lighting for a mix of ambient, diffuse and specular lighting effects
- Shadows are acheived by shadow mapping, the geometry is rendered from the sun's position which gives positional data of each fragment relative to the sun
- SSAO is two steps, the first using the geometry pass output data to find areas to occlude and output to a texture
- The SSAO is then blurred to reduce artifacts and noise
- The lighting pass then combines the scenes albedo, lighting and SSAO
- A final post processig step is applied for gamma correction
- A voxel mesh is dynamically updated by user provided tools for editing the mesh geometry and colours
- A mesh can also be generated by the use of noise with many options to create unique structures
- Tools for loading and saving a mesh is provided and the base game comes with an example on startup
2D dynamic lighting demo - Download Repo
- Handmade 2D game engine in C++
- OpenGL renderer with three render passes
- First render pass to draw unlit scene, colour, depth, normal and water buffers are filled from this pass
- Second render pass to add screen space lighting, sampling from the normal buffer gives the lighting a more 3D look
- Third render pass is for water reflection, lit scene is sampled and reflections are filled in based on fragment position
- Animated textures for the bat, download and run to see
- Once loaded, albedo and normal textures are packed into an atlas before being sent to GPU
- I am not an artist so the assets are sourced from here, however all normal maps were added by hand
Custom 2D renderer demo - Download Repo
- Handmade 2D game engine in C++
- OpenGL renderer with multiple render passes
- First render pass to draw unlit scene with colour and depth information
- Second render pass to add screen space lighting, both global lighting and point lights
- Third render pass for post-processing effects, like blur on depth information and vignette
- Particle effects for falling leaves
- Animated textures for lamps and smoke, download and run to see
- Once loaded textures are packed into an atlas before being sent to GPU
- Ambient sound
- I am not an artist so the assets are sourced from here, I did some tweaking like added animations for lamps and expanding the animation on the shop
Arcade dungeon crawler - Download Repo
- 2D game engine in Odin
- Renderer uses OpenGL as a backend, with features like drawing basic primatives, textures and text rendering
- Built in live/savable level editor using ImGUI for editor controls
- All entities are editable and entire levels are savable and re-loadable at runtime
- Hot reloading of textures and audio
- 2D game engine in Odin
- Sokoban style puzzle game with 14 unique levels with different puzzle objects like teleporters and lights
- Renderer uses OpenGL as a backend, with features like drawing basic primatives and text rendering
- Levels saved as editable text files and parsed by game when loading
Aracade survival horde shooter - Download Repo
Liam Compiler - Repo
Scuba Duper Diver - Play