




Manda Rajoelisolo - Portfolio
(Game Engine Developer)
Name:
Manda Rajoelisolo
Email:
Current location:
Madagascar

Phone (Madagascar):
+261 34 09 832 10
+261 32 26 805 56

About Me:
I am a software engineer and game engine developer from Madagascar, focused on building innovative game engines and custom programming languages. I’ve developed complex features such as SSR, SSAO, PBR shaders, and worked with Jolt Physics for realistic simulations.
I created a game engine from scratch in C++ and am currently working on a 3D adventure game with a female protagonist. I’m passionate about solving challenging problems and delivering high-quality, efficient code.
If you're looking for someone who thrives on creating impactful and groundbreaking systems, I’d love to connect.
Game Engine Projects
This section showcases the programming projects I've built, including features like PBR, SSR, SSAO, cascaded shadow mapping, and glassmorphism UI.

3D Pong Game (Sep 2023)
It runs on the custom programming language I built from scratch. The graphics are not as polished as in the other videos, as this was created in September 2023.
Please note that although the UI may resemble Blender's, but it is not Blender—I only drew inspiration from its design in the past.
Space Exploration
Note: The lag is due to the draft glassmorphism UI, which needs to be optimized to update only when necessary, instead of per frame. Performance improvements are ongoing.

Interior Rendering with My Game Engine
This showcases PBR, SSR, SSAO, Bloom, and more.

Walking and Jumping Robot
This showcases SSAO, Inverse Kinematics, and more.

3D Tic Tac Toe with Nature and PBR/SSR
This is a 3D version of the classic Tic Tac Toe game, set in a serene natural environment. The scene is enhanced with PBR materials for realistic surfaces and SSR for lifelike reflections, showcasing both my game development and graphics rendering skills.

Node-Based Animation Demo Featuring X Bot
This demo features an X bot animated using a node tree system. While the environment is a simple draft and not realistic, it demonstrates my ability to implement complex animation systems, laying the foundation for more detailed and polished projects in the future.

Falling Phones and Xbox Controllers Simulation with Jolt Physics
This demo features large phones and Xbox controllers falling in a natural environment, enhanced with SSAO and SSR for realistic lighting and reflections. The simulation utilizes Jolt Physics to bring the scene to life, showcasing my skills in physics integration and advanced rendering.

Falling Barrels and Cloth Simulation with Jolt Physics
This demo features falling barrels and cloth using Jolt Physics, with a proxy mesh for physics and a custom visual mesh. The soft body compost bag demonstrates soft body and cloth simulation, though its appearance isn't ideal.
Programming Skills

1. Custom Programming Language I Built
In the following video, it showcases the real-time parsing of the custom programming language I built.
Note: This is not Blender. While I was inspired by Blender's UI in the past (2023), I now have a unique glassmorphism UI.

2. Rendering System
I built a custom rendering API similar to Vulkan (vk::) but with a universal backend that supports Vulkan, OpenGL, and more, featuring powerful debugging capabilities.
Android Support: In addition to supporting powerful rendering backends like Vulkan and OpenGL, my custom game engine also includes Android support. This allows for seamless development and deployment of games and applications across multiple platforms, including mobile devices, enhancing the versatility and reach of the engine.






3. Physics System

4. Math Systems (SIMD, Complex Matrices)
The reason I built a custom math system is that GLM is very limited. For example, glm::vec3 doesn't have SIMD enabled, while only glm::vec4 can utilize SIMD. Since most of the math vectors in the game engine are 3D, I created a custom math::vec3 with SIMD support. Additionally, the operator== for glm::vec4 has a bug when SIMD is enabled.

5. Game Engine Architecture and Systems
The pimpl idiom is a modern C++ technique to hide implementation, to minimize coupling, and to separate interfaces. (https://learn.microsoft.com/en-us/cpp/cpp/pimpl-for-compile-time-encapsulation-modern-cpp?view=msvc-170)

Detailed Skills
● C++ (Advanced)
● GLSL (Advanced)
● Python (Advanced)
● C# (Intermediate)
● Rust (Familiar)
● Custom Language: Designed a programming language inspired by Rust and Carbon concepts.
● Jolt Physics: Integrated physics systems (rigid and soft body) into the engine.
● ImGui: Utilized for real-time debugging and UI element placement in a custom UI renderer.
● Custom Game Engine: Built from scratch, with rendering techniques like SSAO, SSR, and cascaded shadow maps.
● Custom UI Renderer: Built a custom UI system for the game engine with integration of ImGui for element placement
● Vulkan & OpenGL
● Custom Rendering API: Similar to Vulkan, but with a universal backend supporting both Vulkan and OpenGL.
● Android Support: My game engine is capable of running on Android.

Mathematical Skills
I leverage advanced mathematical concepts in my development process, such as using integrals for random normal calculations in my game engine. This allows for realistic randomization of surface roughness and reflection effects, enhancing visual fidelity and performance.
Random Normal:
Normal From Spherical Coordinates
Statistic


Source Code

3D Artwork and Video I Created Using Unreal Engine
A showcase of my creative 3D models and artistic work, including pieces unrelated to programming.




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Contact
If you'd like to get in touch or learn more about my work, feel free to reach out:
mandadream3d@gmail.com
+261 34 09 832 10
+261 32 26 805 56