Keamu Hill

Game Developer | Graphics Programmer

About

I'm a game developer passionate about graphics programming, physics simulation, and custom engine architecture. I work with C++, GLSL, and modern rendering techniques. This site is currently under constuction, there's more to come!

Projects

Custom 3D Game Engine & Tumult

A 3D engine built from scratch with C++, featuring Flecs ECS, Jolt Physics, and OpenGL. Currently developing Tumult, a local-multiplayer arena-combat game utilising the engine's advanced systems.

  • Deferred shading pipeline with PBR materials
  • Skeletal animation with Ozz Animation
  • Jolt Physics integration with custom rope physics
  • Pixel-perfect orthographic rendering

Raymarched Voxel Engine

Real-time voxel rendering/simulation engine using adaptive raymarching techniques for efficient traversal and rendering

  • GPU-accelerated raymarching
  • Efficient brickmap based storage
  • Dynamic lighting, reflections, ambient-occlusion, and shadows

Technical Demos

2D Physics Engine

Custom 2D rigid body physics with collision detection and resolution.

AI Systems

AI Demo

A* pathfinding and behaviour tree implementation for intelligent agent navigation.

CPU Ray Tracer

Ray Tracer Demo

Multithreaded CPU ray tracer based on The Cherno's tutorial series, extended with transparency and refraction support.

Crunch Time

Crunch Time by Hellish Studios is a First Year Project developed in 8 weeks using Unreal Engine.

Play on itch.io →

Contact

Email: keamu.hill@hotmail.com

LinkedIn: linkedin.com/in/keamu-hill

GitHub: github.com/keamuhill