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Studying !
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Studying !
  • France

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@BDE-ISATI
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tlegoc/README.md

Théo Le Goc

Who am I

I am a french CS Student studying at ESIR, interested in computer graphics, rendering, simulation and image processing. I've been programming since I was 13, and I've been learning new tech, software and languages since then. I enjoy games, and organized a gamejam in my school with @LepGamingGo, sponsored by Orange.

My projects

As of 2023, here are the projects I am most proud of :

  • ESIR_ProjetProg : Game coded for a course in 2 days with 3 friends, with a custom 2D OpenGL game engine made in 5 days by me and @emeraudia. The goal was to see if I could support a team of game devs by adding required features to the engine as quick as possible. By the end of the course, we had a fully functionnal engine with no memory leaks, working collision detection, scene loading, particles and 2D animations.
  • GL_Ants : Recreation of an ant simulation in OpenGL. This taught me how to use the API, the concept of compute shaders, and how images and buffers are managed.
  • GodotCPUOptimizedPlane : Godot 3/4 experiment to see if I could implement some sort of tesselation into Godot, which did not support it at the time. I managed to create a high detail and very large plane, all running at 60fps on a laptop with no dedicated GPU.
  • wei_app_api_v2 : AWS API created for managing challenges and teams for events in my school. It features automatic deployment through SAM.
  • vk_engine : Very basic Vulkan rendering engine to try and understand the API more. Mostly made following a tutorial, although I implemented dynamic rendering myself.
  • gl_pbr_engine : OpenGL deferred rendering engine, with passes management, #include processor in shaders, image and model loading. Not finished yet, but I plan to implement PBR.
  • ShellTexturing : Experimenting with shell texturing and fur, inspired by this video
  • FFTWater : WIP Ocean simulation using Fourier transforms

Future projects

  • Implementing ghost of tsushima grass rendering technique in unity.
  • Experiment more with vulkan to familiarize with the API.
  • Implement deferred rendering in vulkan, GPU driven rendering, and/or GPU culling.
  • Teach people on 3D rendering.

Some pictures

FFTWater gl_pbr_training GL_ANTS
FFTWater picture GL_PBR_TRAINING PICTURE
ShellTexturing vk_engine GodotCPUOptimizedPlane

Pinned

  1. ESIR_ProjetProg ESIR_ProjetProg Public

    Mini jeu fait en gamejam pendant un cours, avec un moteur de jeu fait maison (SDL/OpenGL)

    C++

  2. gl_pbr_training gl_pbr_training Public

    Deferred PBR renderer training

    C++

  3. GL_Ants GL_Ants Public

    TP3 De PROG2, refait entièrement sous openGL avec des compute shaders

    C++

  4. BDE-ISATI/wei-api-v4 BDE-ISATI/wei-api-v4 Public

    A more secure and reliable WEI api built on AWS

    Python

  5. ShellTexturing ShellTexturing Public

    C#

  6. FFTWater FFTWater Public

    Water simulation using Fourier Transforms in Unity compute shaders

    C#