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Who am I?

I am Jakub Boroš, I come from Slovakia, and this is a small site about me and the things I do.

I enjoy making games and programming computers, but I try not to limit myself to specific disciplines. A diverse collection of interests is very important to me.

Github: develengine

Email: jakubboros0@gmail.com (temporary)

Public key: PGP

Blog: Act Wide

Projects

This is definitely not an exhaustive list but more of a digest of some projects that are more or less finished and worth mentioning.

Bruhaps

Bruhaps is a very rudimentary and unfinished first-person shooter written in C with OpenGL. It also has an in-game editor that allows you to modify the level very comfortably.

It was a school project thus, I only had a semester to work on it, so it turned out quite scuffed.

It's written fully from scratch with custom tech, except for 2 third party libraries: stb_image and glad. It's also cross-platform and runs on both Windows and Linux. It supports reflections and proper skeletal mesh skinning, but since all the enemies are just worms it doesn't really show.

Hra: Github

Super Timey Bro

Super Timey Bro is a 2D platformer game where you need to collect all clocks in a level but must dodge all your previous runs and make sure the previous runs can also get to where they go.

The game was written for a game jam in the span of 9 days. It turned out to be really difficult to beat because I had almost no time to balance it.

It's written entirely in Javascript for the browser.

Code: Github

Game: itch.io

Dozen

Dozen is another first-person shooter prototype where you can modify your character by adding and removing abilities. These abilities include movement, shooting, jumping and more.

It was also a school project and I worked on it with another person.

We made it in Unity, as that was what we had to use for the gamedev class.

L-system Like Language

Screenshot of LLL program window.

LLL is a program for generating 3D models with L-systems. It allows you to define models, and an L-system with rules that transforms those models in space to create a compound model. You can then export that model as a Wavefront OBJ file and a texture image.

The program has a preview of the model, and a text editor for writing the generating system. The programming language is completely custom made specifically for this program.

It's also written in C with OpenGL on top of the same tech as Bruhaps. It contains a mesh generator, 3D renderer, parser, bytecode interpreter, text editor with highlighting an more.

Code: Github

Experience

I'm most familiar with x86 and amd64 architecture and modern hardware, but I did work a bit with arm64 in uni and 8080 up to x86. I also programmed GPUs in Cuda and Vulkan compute. I am aware of how they roughly work.

Programming language-wise I'm familiar with C, C++, Python, "unix shell", Javascript/TS, C#, Haskell in descending order of familiarity. There are more but I rarely use them.

I have worked quite a bit with Blender, Unity, GIMP, LMMS, Audacity, Krita and other programs for media manipulation.

I use both Linux and Windows as daily drivers.