Hi! I'm Jan!
I do game engines, graphics programming and i really like procudural flowers and C bullshit. I'm 21, from Ljubljana, Slovenia.
Game engine dev at Guardiaris, studying at FRI.
I also run Blogsoni.
Hi! I'm Jan!
I do game engines, graphics programming and i really like procudural flowers and C bullshit. I'm 21, from Ljubljana, Slovenia.
Game engine dev at Guardiaris, studying at FRI.
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.
Right now I'm working on flos, a game about collecting procedural flowers written in C.
Also FREE PALESTINE, FREE SUDAN, FREE CONGO.
I've been doing game engine architecture and rendering since 2021, professionally since 2023. C, C++ and C#.
october 2023 - present
I worked on the rendering pipeline, engine architecture, ai behaviour, gameplay logic and ui systems. I've also implemented a GStreamer-like video pipeline system, multiple communication protocols and internal tooling.
october 2024 - present
My all time favorite things are Houseki no kuni, One piece, Fallen angels (1995), Amelie, zbrucz, Before time, Superhuman goats, Terraria, Void stranger, Osu, anything by Zerocalcare, anything by Tsutomu Nihei, A short stay in hell, the king in yellow, Menuet za kitaro, Pohorski bataljon.
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..