I'm currently focused on Relativity β a from-scratch physics-simulation and rendering project. The centerpiece is a small compiler for a Python-like kernel DSL that targets SDL3's new GPU API (compute and graphics shaders), proving a real shader pipeline can run alongside pygame's legacy 2D drawing in the same frame. It includes:
- A hand-written lexer/parser/GLSL-codegen compiler, proven on a real GPU BVH build-and-traverse pipeline (Karras binary-radix trees, a stable parallel radix sort, primary-ray traversal)
- Procedurally rendered planets with real physically-based shading: altitude-banded biome coloring, ray-marched Rayleigh/Mie atmospheric scattering, and photosphere granulation on the sun
I'm currently studying Computing at the Open University, building this project alongside my coursework.