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Metaball squeeze shader
Thumbnail of Metaball squeeze shader

Try it here (with code):
www.shadertoy.com/view/tfc3W4

Year: 2025

Tags: rendering

This is not my first time experimenting with signed distance field (SDF) functions, and with this mini project I wanted to see if I could implement a sort-of soft body physics simulation with metaballs. The resulting squeeze effect is fun to watch and play with, though the metaballs/blobs don’t retain their volume in case of collision. It took me a few weeks of sporadic work and some complete rewrites, and now I consider it ready for consumption.

Potato Game
Thumbnail of Potato Game

Download:
demos.zip

Videos:
potato.mp4
development.mp4

Source code:
github.com/razzie/PotatoGame

Year: 2017

Tags: c++ game rendering

PotatoGame was meant to be a game about little potatoes with customizable AI gaining world domination, though my real motivation was to make art. I wanted to try something out of the box and build a tech demo of a completely procedurally generated abstract looking 3D game world. During the development I’ve been a part of a coach guided mastermind program, where participants could follow the progress of graphical designs and world map and level generator algorithms. At the end of the mastermind program I had the chance to publicly talk about the project in front of an audience, where one person told me I inspired him to learn programming. This has been one of my proudest moments in life.

RazzGravitas
Thumbnail of RazzGravitas

Download:
razzgravitas.exe

Source code:
github.com/razzie/razzgravitas

Year: 2017

Tags: c++ game rendering

RazzGravitas is a simple multiplayer game about gravity. At the time of making it I just gave up on a somewhat larger project and I needed to give myself a smaller task that I can prove to be able to finish. The sole objective was to experiment with something simple with no regrets about design decisions and no promises about the outcome. After about a month of development it ended up having multiplayer support with competitive game rules I’m satisfied with. I consider the game finished.

Floating Islands

Floating Islands is yet another example of my experiments with procedurally generated terrains. I developed an algorithm that takes island positions and island connections as input parameters and generates a 3D grid world using a Perlin noise internally. I focused on the cartoonish design with edge outlining and also had an A* pathfinder algorithm set up for the little red cube.

Ground Tool
Thumbnail of Ground Tool

Source code and binary:
github.com/razzie/hobby-projects/2016/groundtool

Year: 2016

Tags: c++ rendering

The idea behind the demo was a game with floating islands. Though this game never made it to the reality, Ground Tool was born as a result of experimenting with the rendering of these islands. The user can draw a polygon border to the island and when all points are connected, the program generates an island which can be inspected by zooming and moving the camera around.

Hexagon
Thumbnail of Hexagon

Source code and binary:
github.com/razzie/hobby-projects/2015/hexagon

Year: 2015

Tags: c++ rendering

I wanted to try rendering hexagon blocks (hexagonal prisms to be correct) instead of cubes. The underlying datastructure is a 3D grid procedurally generated by Perlin noise. This demo does not use textures, but has a custom GLSL shader that draws grass or rock details based on the normal vectors.

Prepi
Thumbnail of Prepi

Download:
prepi.zip

Source code:
github.com/razzie/prepi

Year: 2014

Tags: c++ game rendering

Prepi is an indie rage game project I was working on together with a friend. It has been a serious project requiring both of our full-time commitment. Having zero clue about sales and with the mindset of “great products sell themselves” we tried to finance the project via an Indiegogo campaign, which failed (though the game received Steam GreenLight later). Due to the failure of the campaign and smaller disagreements regarding the game design we decided not to continue the development.

Minecraft clone

Minecraft clone is a graphics project I worked on during the final year of the university. Contrary to its name it is not a real clone, it features no game elements aside from placing and removing blocks. My primary motivation was the recreation of a Minecraft-like rendering in C++, focusing on optimizations like omitting hidden block sides and dynamic loading of chunks/zones.

Labyrinth