Henry Paul - Portfolio

I am a recent graduate from the University of Hull
I attained a first class degree in Computer Science for Games Development
Below is my work:

Paul Engine

A custom game engine written in C++ using OpenGL. Undergoing complete re-write. Started initialliy as a port of a simple engine built in C# during university, but has since become so much more than that, far surpassing the original version.

Paul Engine Screenshot

C++ | ECS Engine Development | Graphics | Physics | Animation | UI | AI

Read More

GLTrace

An OpenGL, real-time path tracer built with C++ and compute shaders. Scenes can be saved and loaded to and from disk, and edited with the ImGui based editor. Adapted from the popular "Ray Tracing in One Weekend" book series.

C++ | Path tracing | Graphics | UI | OpenGL

Read More

MonoNet - Networking Library for Games Development

An easy to use C# based networking library, designed initially for the MonoGame framework but with the flexibility to be used across various C# based engines, built to provide beginner game developers the tools required to build networked multiplayer games in peer-to-peer sessions. The library handles synchronisation of game objects, connection handling / management and diagnostic information. All without requiring any experience of networking from the developer.

Networking Library Screenshot

C# | .Net Socket Networking | NUnit Unit Testing

Read More

Commercial Games Development Process - Puzzle / Platformer

Development of a game in a team of 4 active members. My role in the team was "Lead Programmer" and was responsible for assigning tasks to other programmers, including myself. I also designed and created the larger scale cave level and its puzzles as well as the menu, UI systems and sound design. We created "Toadm'n", a game in which you guide a toad through a 2D level and solve puzzles by controlling flies to make the toad interact with the environment.

Toadm'n Screenshot

C# | Unity | Game / Level Design | Team work

Read More

Multithreaded Particle Simulation - CUDA vs Rust

Two implementations of an aerosol particle simulation. One in CUDA hosted in a C++ application, another in Rust. Both implementations made use of each languages threading capabilities and performance was compared.

Particle Simulation Screenshot

C++ | CUDA | Rust

View on GitHub

Get in touch

Email

henrypaul.work@outlook.com

IG50 Winner