Email: nolan@sharkus.com Itch.io Page: https://knowdawg.itch.io/ Github: https://github.com/knowdawg
Email: nolan@sharkus.com Itch.io Page: https://knowdawg.itch.io/ Github: https://github.com/knowdawg
About Nolan
Nolan is working to earn majors in Computer Science and Mathematics at Benedictine College. He expects to graduate in 2027. He enjoys coding video games and creating shaders in the Godot game engine.
Utilized compute shaders to calculate the material, color, and normal of every pixel.
Uses ray-marching for pixel perfect dynamic real time shadows.
Utilizes signed distance fields generated in real time using the Jump Flood algorithm.
Every pixel in both the foreground and the background can be destroyed and created. Pixel perfect collision shapes are also created to reflect the changing environment.
Uses chunking to update only required areas allowing all expensive shader code to run only when necessary.
Nolan's game 'Worm World' utilizes his Pixel Sandbox. Give it a play here.
Video Games
Your world is doomed. Mine fuel, find upgrades, and get to your escape pod before you are devoured along side your home planet by mechanical worms.
Coding, art, shaders, and sound effects was done by Nolan.
Worm World was made in 9 days for the Godot Wild Game Jam. Worm World placed 4th overall out of 178 entries.
Play: here.
Source Code: https://github.com/knowdawg/GodotWildJamWormWorld
Play as a knight who, upon dying in battle, is awakened inside a labyrinthine structure at the end of time.
All coding, art, shaders, and sound was created by Nolan in the Godot Game Engine.
Play: here.
Source Code: https://github.com/knowdawg/Apparition
Shaders
All shaders below were created from scratch by Nolan in GLSL using the Godot game engine.
Source Code: https://github.com/knowdawg/ShaderPortfolio
Radiance Cascades is a global illumination technique that captures light at multiple spatial scales using cascaded light probes. By combining these cascades in specific ways, lighting information, such as illuminance, can be extracted.
The computational cost of Radiance Cascades is independent of scene complexity, making it very useful for real time applications with lots of emissive surfaces.
Adds together many sine function of differing frequency, amplitude, and direction to create a body of water. Also utilizes basic lighting techniques for reflections, shading, and specular highlights.
Source Code: Here
Clouds Skybox : Cloud Textures by Pieter ëSpineyí Verhoeven under CC BY 3.0
Uses the Fourier transform to simulate how different standing waves act over time.
Source Code: Here
Sharp Hit Effect
Blunt Hit Effect
Mods
Pixel Art
Nolan also enjoys creating pixel art for his games. Some examples are below.
Deer
Turkey
Dwarf Miner
Heavy Swordsman Standing Idle
Heavy Swordsman Sitting Idle
Spinning Chest
Beating Heart
Caped Hero
Purple Butterfly
Remnant Crab