Andrew Matzureff
-Programmer.
-Aspiring game developer.
-Reinvents the wheel.
-Clings to ARCHAIC software practices.
-No place in contemporary software.
-That's ok!
https://andrewmatzureff.github.io/about/
Desmos: Synthesizing Waveforms for Procedural Terrain Generation
My First Unity Game
The most intricate animation of all time
pde ray tracing: vertex color interpolation effect on different primitives
Transforming a Ray Casting Engine into a Ray Tracing Engine
PDE Raycaster in 500 lines (palette test)
Desmos: Visualizing Curves for Shader FX in DOOM - Part 3 (Test & Tweak)
Desmos: Visualizing Curves for Shader FX in DOOM - Part 2 (from Piecewise to Continuous Function)
Desmos: Visualizing Curves for Shader FX in DOOM - Part 1 (Color and Scale)
DOOM Modding Tools: Source Controlled PK3 Build System?
My first engine in YEARS...
Random Crap I Rediscovered | 9 - Don't F*** with Richter
Random Crap I Rediscovered | 8 - ShapEd
Random Crap I Rediscovered | 7 - GUI From Scratch
Random Crap I Rediscovered | 6 - Convexity
Random Crap I Rediscovered | 5 - 2D Camera Viewport
Random Crap I Rediscovered | 4 - Fake Hills
Random Crap I Rediscovered | 3 - Fractal
Random Crap I Rediscovered | 2 - Particle Pooling
Random Crap I Rediscovered | 1 - Trig-less Sprite Rotations
Random Crap I Rediscovered | 0 - Inverse Square Ovals
Skulltag Minigun Revision
Java: Fast Integer Alpha Blending Revisited
GZDOOM Pisticuffs - Demon Fight Club
Desmos: Procedural Water Wave 2
Desmos: Procedural Water Wave 1
Standards Showcase 1 - Camera Zoom and Rotation
Standards Showcase 0 - Camera Layers
Desmos: Procedural Water Wave 0
Java: Fast Bitwise Alpha Compositing