Minecraft-style Runtime Mesh
Runtime mesh generation + updates • performance-first systems showcase
Problem
Build a voxel-like world where terrain updates at runtime, while keeping frame-time stable.
What I built
- Chunk-based mesh generation/update pipeline.
- Data structures for block edits and rebuild scheduling.
- Debug tools to validate normals/triangles and catch mesh artifacts.
Optimization focus
- Reduced unnecessary rebuild work and avoided full-world refresh.
- Kept updates localized per chunk for predictable performance.
What this proves
- Systems design + runtime performance thinking.
- Debugging and correctness for low-level geometry code.
VR KatVR Demo (SIUE Lab)
VR interaction reliability • performance targets • polished demo flow
Goal
A stable VR demo for a lab environment: repeatable sessions, consistent interactions, smooth frame-time.
My contributions
- Implemented interaction flow and VR gameplay loop.
- Fixed edge cases causing inconsistent grabs/uses/UI prompts.
- Profiler-driven improvements to keep performance stable.
Result
- Smoother runtime and fewer “demo-only” failures.
- More maintainable modules for future lab demos.
What this proves
- Shipping mindset: stability, repeatability, constraints.
- VR interaction craftsmanship + debugging.
SIUE Push Back (Local Co-op)
Local multiplayer • controller input • gameplay loop and game feel
Core loop
Local multiplayer arena-style “push back” gameplay with controller support and clear win conditions.
My contributions
- Implemented player controls and input handling for multiple controllers.
- Built gameplay interactions, knockback and arena rules.
- Focused on responsiveness and game-feel iteration.
What this proves
- Practical gameplay engineering + iteration.
- Input + local multiplayer fundamentals.