Hi, I'm Jan.
I do game engines, graphics programming and the occasional procedural flowers.
I'm 21, from Ljubljana, Slovenia.
Game engine dev at Guardiaris, studying at FRI, otherwise you can find me reinventing the wheel in C.
I also run Blogsoni.
Hi, I'm Jan.
I do game engines, graphics programming and the occasional procedural flowers.
I'm 21, from Ljubljana, Slovenia.
Game engine dev at Guardiaris, studying at FRI, otherwise you can find me reinventing the wheel in C.
I also run Blogsoni.
My main hobbies are programming and reading tech blogs, especially if theyre about handmade stuff or people building their mountain.
I'm into free, independent and simple software. Also member of fuck off ai music.
I'm looking for an excuse to try out Go or Zig so if you've got project ideas please send me some!
Right now I'm working on flos, a game about collecting procedural flowers written in C.
I've been doing game engine architecture and rendering since 2021, professionally since 2023. C, C++ and C#.
Multiple engines, games from scratch and high performance simulations.
october 2023 - present
I worked on the rendering pipeline and engine architecture, plus ai behaviour, gameplay logic and the ui architecture. I've also implemented a GStreamer-like video pipeline system, multiple communication protocols and internal tooling. Most of this has been worked on while communicating directly with clients.
october 2024 - present
coming soon...
my personal site, hopefully it'll serve as my main online presence one day
a minimal web framework that runs this site and blogsoni
static site generator that supports templates, components and markdown
rss feed aggregator cause the orange site sucks and lobsters is dead
a game me and a friend made at kontrolerji workshop, you should play it !
header only library full of macro magic to achieve type safe printing in c, a bit of mess but i use it in every project
a ui layout library inspired by clay, due for a rewrite but i still use it all the time
javascript game made as a group, i made the engine and a pbr deferred rendering pipeline
game made for the acerola game jam about growing a flower that eventually consumes you
lets you explore an infinite garden filled with procedurally generated trees
a cpu ray tracer i wrote following the PBR book
a gpu accelerated ant simulation
terraria pre-hardmode clone with procedural world generation, items, bosses, liquids..