About Me

Hi, I'm Walker, a senior at Auburn University studying Computer Engineering. I'm passionate about embedded systems, full-stack development, and software engineering in general. Currently, I work at Invariant Corporation as a Software Engineering Intern, while also building projects like my C++ graphics engine with procedural terrain generation and simple collision detection.

Graphics and Game Programming

While working on my C++ OpenGL Voxel Engine project, I applied my C++ and object-oriented programming (OOP) skills to create an efficient system for rendering voxel-based worlds. The engine uses chunk-based terrain generation with exponential Perlin Noise to create 3D terrain. This project also includes real-time shadow mapping using framebuffers for realistic lighting and shadows in the environment. Managing memory with smart pointers allows the engine to render millions of blocks at high frame rates. I also built a custom UI with ImGui for real-time debugging. This project has been a great way to deepen my expertise in C++ and OOP, while exploring more advanced computer graphics techniques.

Voxel Engine Graphics
Voxel Engine Project

Since early high school, I’ve developed games on ROBLOX, which helped me build skills in Lua scripting and game design. Working in 3D environments, I’ve regularly applied vector math and linear algebra for tasks like character movement, collision detection, and other game effects.

Cloudbound - ROBLOX Game Screenshot
OrbitQuest - Created with three.js
OrbitQuest Project

Professional Experience

I am currently working as a Software Engineering Intern at Invariant Corporation in Huntsville, AL.