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LibRazzie
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Source code:
github.com/razzie/librazzie

Year: 2016 - 2018

Tags: cpp lib

A header-only multi-purpose library designed to help me get started with my projects. It includes helpers for logging, events, input, memory, thread and network+serialization and has some additional stuff like: a bitset class with iterators for true and false position, stream manipulators and parsers and an easy to use random number generator. Examples are provided for each of them.

GGlib & GGlib2
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Source code:
github.com/razzie/gglib
github.com/razzie/gglib2

Year: 2013 - 2017

Tags: cpp lib

GGlib and GGlib2 were libraries I used to develop between 2013 and 2017. They served as a sandbox to help me to learn about the new features of the C++11 standard. I also found a great use of them while working on other side projects. Due to some early design choices (including too heavy use of virtual function calls) I finally decided to send them into retirement and started working on the successor: LibRazzie.

Potato Game
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Download:
demos.zip

Videos:
potato.mp4
development.mp4

Source code:
github.com/razzie/PotatoGame

Year: 2017

Tags: 3d cpp demo game video

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
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Download:
razzgravitas.exe

Source code:
github.com/razzie/razzgravitas

Year: 2017

Tags: 2d cpp game

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

Year: 2016

Tags: 3d cpp demo

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

Year: 2015

Tags: 3d cpp demo

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
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Download:
prepi.zip

Source code:
github.com/razzie/prepi

Year: 2014

Tags: 2d cpp game

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