Keamu Hill

Game Developer | Graphics Programmer

About

I'm a game developer passionate about graphics programming, physics simulation, and custom engine architecture. I work with C++, GLSL, and modern rendering techniques. This site is currently under construction, there's more to come!

Projects

Tumult

A fast-paced local-multiplayer arena-combat game built using Cauda Engine. Players engage in chaotic battles across dynamic arenas, utilizing the engine's advanced rendering and physics systems for smooth, responsive gameplay.

  • Local multiplayer arena combat
  • Physics based character controller with sphere-cast suspension system for smooth traversal
  • Custom rope physics for grappling mechanics
  • Advanced spline based aim-assist and multi target aquisition
  • Native-scripting environment with reflection, collision callbacks, and ECS hooks

Cauda Engine

A custom 3D game engine developed in 4.5 months, built from the ground up with C++ and modern low-level libraries. Features a powerful deferred rendering pipeline with advanced graphics techniques and robust physics simulation.

  • Flecs ECS architecture
  • Jolt Physics integration
  • ImGui editor interface
  • Ozz Animation for skeletal animation
  • Robust level-editor with Prefab support and an extensive list of ECS components
  • Custom OpenGL deferred renderer with PBR materials and lighting
  • Ray-marched point and spot light shadows
  • Instanced Shell texturing for added surface detail
  • Indirect instancing with multithreaded batch collection
  • SSAO and dual Kawase bloom
  • Pixel-perfect render snapping with lighting-aware single-pixel edge highlights and outlines
  • Shader interaction volumes and stencil occlusion highlighting
  • Exponential height fog
  • Volumetric cloud rendering using custom Perlin-Worley noise with SDF primitives and fixed-step raymarching
  • Catmull-Rom procedural rope rendering

Raymarched Voxel Engine

Real-time voxel rendering/simulation engine using adaptive raymarching techniques for efficient traversal and rendering

  • GPU-accelerated raymarching
  • Efficient brickmap based storage
  • Advanced 3D cellular-automata simulation with physics integration
  • Dynamic lighting, reflections, ambient-occlusion, and shadows

Technical Demos

2D Physics Engine

Custom 2D rigid body physics simulation with collision detection and resolution.

AI Systems

AI Demo

A* pathfinding and behaviour tree implementation for intelligent agent navigation.

CPU Ray Tracer

Ray Tracer Demo

Multithreaded CPU ray tracer based on The Cherno's tutorial series, extended with transparency and refraction support.

Crunch Time

Crunch Time by Hellish Studios is a First Year Project developed in 8 weeks using Unreal Engine.

Play on itch.io →

Contact

Email: keamu.hill@hotmail.com

LinkedIn: linkedin.com/in/keamu-hill

GitHub: github.com/keamuhill