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๐Ÿ’ญ
Vulkan and stuff...
๐Ÿ’ญ
Vulkan and stuff...

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SeppahBaws/README.md

Hi there ๐Ÿ‘‹

I'm Seppe Dekeyser, Frontend Developer at Edu-Tech working on CloudClass by day, and dreaming of pretty pixels by night.

I am always curious about the newest evolutions in the gaming industry, and love to analize and dissect the latest technologies.

Currently

  • ๐Ÿข Frontend Developer at Edu-Tech (Jun 2021 - now)

Previously

  • ๐Ÿข R&D Rendering Engineer intern at Howest DAE Research (February 2021 - June 2021)
  • ๐Ÿข [hobby project] Frontend Developer at Edu-Tech (2017-2020)

Technolgies

  • ๐ŸŽฎ Game Dev: C++, C#, Unity, Unreal Engine
  • ๐Ÿ–ฅ Rendering APIs: experience with Vulkan, DirectX 12, DirectX Raytracing, DirectX 11, OpenGL

Education

  • ๐ŸŽ“ Bachelor's Degree in Game Development in Digital Arts and Entertainment - Graduated in 2021

Handy Links

Because I love statistics

My coding activity since Oct 8 2018:

wakatime

Pinned Loading

  1. HoudiniGraphql/houdini HoudiniGraphql/houdini Public

    The disappearing GraphQL framework

    TypeScript 915 98

  2. Hyper Hyper Public

    A simple real-time hybrid ray tracer I built to explore the Vulkan Ray Tracing API.

    C++ 2

  3. PelicanEngine PelicanEngine Public

    A Vulkan game engine wanna be that I worked on to improve my understanding of Vulkan and game engines.

    C++ 8

  4. DirectX-Raytracing DirectX-Raytracing Public

    Source code of my internship project at DAE Research

    C

  5. logtools logtools Public

    A small and simple header-only logging toolset for Windows and Linux.

    C++

  6. rust_ray_tracing rust_ray_tracing Public

    Ray Tracing In A Weekend except it's Rust

    Rust