Projects
Shaders
Bill Coxon
Game Developer
Hi, my name is Bill,
I am a Computing and Game Development graduate with a keen interest in provoking creativity through developing simulations and mechanics.
PROJECT SHOWCASE
Voxel Shader
A voxel rasterization demo made using a fragment shader in shadertoy (glsl). vertex attributes are interpolated bilinearly across quad primitives. voxels are generated to a buffer volume which is used to efficiently sample with raymarching.
Ant Odyssey
A colony management game made for the GMTK 2024 4-day game jam. Mark Brown (GMTK) remarked:
"I mean that is gorgeous", "really impressive, it's polished, it's cool, it's good"
Ant Odyssey ranked 38th of the 7644 submissions.
Gestate
A horror simulation game made for the Brackeys 2024.1 game jam. I created many of the game's 3D assets, textures, and programmed the gameplay systems.
TreeLab
An interactive sandbox and asset generation tool. Trees can be generated based on input parameters and exported to OBJ files.
Wave Roller
A demo of a custom game engine built with OpenGL, features include shadow mapping, post processing, dynamic tessellation, procedural vertex displacement.
Shelfless
A stealth roguelike made in unreal engine 5. I took a programming and design role in this team project.
Don't Let Them See You
A game made in a week in Unity. I took the opportunity to learn about the graphics and lighting technologies unity provides.
SHADERS
Voxel Shader
A voxel rasterization demo made using a fragment shader in shadertoy (glsl). vertex attributes are interpolated bilinearly across quad primitives. voxels are generated to a buffer volume which is used to efficiently sample with raymarching.
Perlin Waves
A demo using my perlin noise implementation in conjunction with parallax occlusion mapping to render a 3-dimensional ocean of rolling black waves.
Reflective Cube
A rasterization demo to render a cube, using barycentric coordinates on triangular primitives to interpolate texture coordinates, fragment position and normal, using these to reflect view and sample a cubemap texture.
Particle Sim
Inspired by Noita and cellular automata, I built an interactive particle shader which buffers and updates particles and their velocities each frame.
Voronoi Light
out of interest in Voronoi for surfaces such as leather, I studied the noise algorithm and used it to generate normals, then calculating diffuse and specular luminance given a point light position.
Star Parallax
I developed this shader in 2021 to add depth to the background of a game. each pixel of a noise texture offsets radial gradients in grid cells, also offset with cell screen position. multiple layers of this are rendered with increasing displacements.
ART GALLERY