About Me

Passionate Software engineer with +10 years of experience, designing and developing for large-scale projects in big companies. My strengths are being self-taught and I'm good at solving difficult problems and learning new programming languages, and I can adapt very quickly in different environments.

Here are some of my highlighted projects.

3D Virtual Soccer Match

3D Virtual Soccer Match

Full 3D virtual reconstruction of an actual soccer match using real positional and event data. Built with the Godot game engine and powered by a Golang-based streaming API that delivers match data in small chunks, the system accurately reproduces player trajectories, ball physics, tactical movements, and key match events to mirror the real game.

  • Engine: Godot
  • Backend API: Golang
  • Highlights: Streaming data as JSONL to load heavy data
Weapon Strikes

Weapon Strikes

A fast-paced action game developed in pure C using the SDL2 ecosystem and ported to Linux, Windows, macOS, iOS, Android, and Web (Emscripten). Unity Ads implemented through Java JNI on Android and Objective-C on iOS.

  • Stack: C/C++, SDL2
  • Platforms: Web, Android, iOS, MacOSx, Windows, Linux
  • Highlights: Unity Ads Integration using JNI and Objective-C
  • Contribution Open-Source: SDL_ttf#326
Software Renderer

Software Renderer

A fully custom software renderer built in C++ and SDL3. No OpenGL, DirectX, Vulkan or GPU. Includes texture mapping, .OBJ loading, camera controls, wireframe and vertex modes, ImGui scene navigation, and a pure CPU ray tracer.

  • Stack: C/C++, SDL3
  • Texture:: mapping and rasterization
  • Models: loading and displaying .OBJ 3D models
  • Camera: Basic camera system with movement and rotation
  • GUI: ImGui interface to browse multiple example scenes
  • Ray-Tracing: A fully CPU-based Ray Tracer, implemented with no graphics API
OpenGL Engine [WIP]

OpenGL Engine [WIP]

A cross-platform rendering project built in C++, SDL3, and modern OpenGL. Includes OpenGL 4.6 (desktop), OpenGL ES 3.0 (mobile/Web), and WebGL builds via Emscripten. Implements the core pipeline taught in the book ‘Computer Graphics Programming in OpenGL With C++ (Edition 3)’, including shaders, matrix transforms, lighting, and interactive scenes.

  • Stack: C/C++, SDL3, OpenGL 4.6, OpenGL ES 3.0, WebGL/Emscripten
  • Rendering: Shader-based pipeline (vertex & fragment shaders), Perspective/orthographic projection matrices, Lighting models (ambient, diffuse)
  • Models: Loading and rendering 3D meshes
  • Camera: FPS-style camera movement, Orbit camera for inspecting models
  • Scenes: Multiple OpenGL scenes implemented from the book, Hot-swappable through ImGui
  • Web Build: Emscripten/WebGL version running directly in the browser