Tempname: Engine

A multi-algorithm modular rendering workspace balancing structural integrity with technical exploration.

I am a graphics software developer focused on physics-based rendering pipelines. I not only do solo-development, but I am also the Lead Programmer for the "Perkins Pirates Robotics" FRC Team (Team Number 7165).


Notably, I was honored as the OH-09 Congressional App Challenge Winner for my previous educational rendering sandbox, "Light Teachings". That project was the stepping stone to "Tempname: Engine".

Project Description

Overview & Features

Phase - IV (Active Development)

Tempname: Engine is a GPU-rendering engine built for versatility, education, and stylized renders. Whereas most Engines throw you with 1 or 2 rendering engines to get images built for it, Tempname: Engine will have multiple renderers packed full with the tools you need to get the render just as you like it.

Engine architecture prioritized strict modular abstraction layers from day one to mitigate spaghetti-code vulnerabilities. Features a ruggedized asset pipeline supporting multi-format object representations (.obj, .mat, and multi-channel textures) seamlessly decoupled from execution render context structures.

Development Phase Tree

Parsing Engine Pipeline Data Map...

Project Stardance: Online Engine Demos

HackClub Workspace

WebGL algorithmic verification scripts designed on Shadertoy to parse rendering mathematics prior to architectural C++ conversion loops.

Parsing Laboratory Render Targets...

Core Architecture & Project Stardance Mission

Engine System Blueprints

Visual layouts tracking the transition from decoupled backend proof-of-concepts to a unified execution pipeline. Click blueprints to inspect architecture layout contexts.

Phase-III (Previous) Phase-III Foundation Architecture Blueprint
Phase-IV (Target) Phase-IV Modular Target System Architecture
Diagrams track asset traversal from initial .obj ingestion to frame-buffer composite layers.
Tech Stack & Dynamic Telemetry

Built with high-performance graphics libraries and tracked in real-time via Hack Club Hackatime throughout development.

Core Tech Stack
C++ OpenGL / GLSL GLFW & GLAD Dear ImGui EnTT CMake & vcpkg Neovim / LazyVim
Hackatime Coding Analytics
Repository Language Split
C++ 50.2%
GLSL 31.1%
HTML 7.7%
JavaScript 5.9%
CMake/Other 5.1%

Render Capture Laboratory