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 constuction, there's more to come!
Projects
Custom 3D Game Engine & Tumult
A 3D engine built from scratch with C++, featuring Flecs ECS, Jolt Physics, and OpenGL. Currently developing Tumult, a local-multiplayer arena-combat game utilising the engine's advanced systems.
- Deferred shading pipeline with PBR materials
- Skeletal animation with Ozz Animation
- Jolt Physics integration with custom rope physics
- Pixel-perfect orthographic 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
- Dynamic lighting, reflections, ambient-occlusion, and shadows
Technical Demos
2D Physics Engine
Custom 2D rigid body physics with collision detection and resolution.
AI Systems
A* pathfinding and behaviour tree implementation for intelligent agent navigation.
CPU Ray Tracer
Multithreaded CPU ray tracer based on The Cherno's tutorial series, extended with transparency and refraction support.
Crunch Time by Hellish Studios is a First Year Project developed in 8 weeks using Unreal Engine.
Contact
Email: keamu.hill@hotmail.com
LinkedIn: linkedin.com/in/keamu-hill
GitHub: github.com/keamuhill