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Neokoldstudio/README.md

Who Am I ?

Currently a Research Intern at Ubisoft LaForge in Montreal, where I work on real-time simulation technologies for games within the World Building and Rendering Team. My focus is on exploring new procedural approaches to improve real-time fluid simulation systems and enable more realistic, dynamic environments in games 🌊

Outside of my research work, I dedicate a large part of my time to growing as a game developer, with a particular interest in real-time simulation, rendering, and gameplay programming. I am passionate about building elegant systems that are technically robust, engaging for players, and integrate seamlessly with artistic workflows.

  • 📫 You can reach me on bluesky
  • 🚩 Find my released work on Itch.io

What else?

  • I mostly work with Unity and Godot!
  • I am mostly working with C++, C#, HLSL, GLSL and SLANG to make cool things appear on your screens :)

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  1. FluidSim FluidSim Public

    a fluid simulator based on the PBF method for my game physics class

    C++ 6

  2. Brackey-Jam-2025 Brackey-Jam-2025 Public

    Nothing can go wrong !

    C# 1

  3. clothSim clothSim Public

    cloth simulation from my game physics class

    C++ 1

  4. hffluid hffluid Public

    a shallow water simulation based on height fields. all credits to N. Chentanez's and M. Müller's "Real-time Simulation Of Large Bodies Of Water With Small Scale Details" paper.

    Wolfram Language 1

  5. Raytracer Raytracer Public

    this is a raytracer from my computer graphics class

    C++ 1

  6. RigidSim RigidSim Public

    a rigid body simulation made for my game physics class

    C++ 1