Luis DiazSoftware engineer | ||||
| home | blog | projects | about | |
Hi! My name is Luis Diaz, I'm a Computer Engineer and I'm passionate about science, technology, video games, visual arts and software engineering. I work professionally as a software developer and I'm also interested in Game Technology, Computer Graphics, and 3D animation. Sometimes I also enjoy writing about things I do and find interesting. Visit my blog to learn more about my interests and explore my projects to see what I enjoy working on!
Here are some of my most remarkable projects. You can see a full list here!
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Armor Blasting | |
| tags | ue4 fps C++ Blueprints |
| Shoot at the armored robot to blast its armor and see through it! In this UE4 project I showcase dynamic damage over meshes triggered by player attacks in real time, achieving a very satisfying feeling of impact for the guns! Check the code on Github ! | |
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PPHD8 Extract | |
| tags | Rust Systems Programming Tools |
| A tool written in rust to extract .VAG audio files from PPHD8 files, an audio file format for old Play Station consoles | |
| date | Jan. 2023 |
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AR Carnival | |
| tags | C# Unity Vuforia AR |
| Simple AR game made with unity and Vuforia. Use your AR gun to shoot at spawning plates in your desk! | |
| date | Jul. 2022 |
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Parkour Shooter | |
| tags | Unreal 4 C++ Blueprints |
| This is an Unreal Engine project where I aimed to implement and experiment with advanced mobility mechanics in an FPS game. The core movement features include sliding, wall running, a grappling hook, and vaulting. | |
| date | Feb. 2023 |
[proto-ecs] The Render Foundation | ||
| In this article, I'll share how we structured and implemented the Render API, and how the render thread integrates into… | ||
| date | 2024-12-22 | |
| tags | Rust Game Engine proto-ecs Computer Graphics | |
[proto-ecs] Entity Allocator | ||
| A thorough explanation of how we implemented entity allocation in Rust. We start with simple Generational Indices, and… | ||
| date | 2024-05-13 | |
| tags | Rust Game Engine proto-ecs | |
[proto-ecs] Data types registration in Rust | ||
| When you write a game engine, you usually want to allow users to create custom data types to implement behavior. And… | ||
| date | 2024-02-05 | |
| tags | Rust Game Engine proto-ecs | |