<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/">
  <channel>
    <title>C# on Ahmed Yasser - Portfolio</title>
    <link>https://ahmedyabbas.github.io/tags/c%23/</link>
    <description>Recent content in C# on Ahmed Yasser - Portfolio</description>
    <image>
      <title>Ahmed Yasser - Portfolio</title>
      <url>https://ahmedyabbas.github.io/%3Clink%20or%20path%20of%20image%20for%20opengraph,%20twitter-cards%3E</url>
      <link>https://ahmedyabbas.github.io/%3Clink%20or%20path%20of%20image%20for%20opengraph,%20twitter-cards%3E</link>
    </image>
    <generator>Hugo -- 0.140.2</generator>
    <language>en-us</language>
    <lastBuildDate>Tue, 04 Aug 2026 00:00:00 +0000</lastBuildDate>
    <atom:link href="https://ahmedyabbas.github.io/tags/c%23/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Timefall</title>
      <link>https://ahmedyabbas.github.io/projects/timefall/</link>
      <pubDate>Thu, 06 Jul 2023 00:00:00 +0000</pubDate>
      <guid>https://ahmedyabbas.github.io/projects/timefall/</guid>
      <description>&lt;h1 id=&#34;timefall-flagship&#34;&gt;Timefall (flagship)&lt;/h1&gt;
&lt;p&gt;Timefall is a game engine built from scratch in C++, originally inspired by &lt;a href=&#34;https://www.youtube.com/playlist?list=PLlrATfBNZ98dC-V-N3m0Go4deliWHPFwT&#34;&gt;The Cherno&amp;rsquo;s Game Engine Series&lt;/a&gt; and developed well beyond it since. The goal: a Windows-first engine with AAA-grade rendering quality, an editor workflow comparable to commercial tools, and a C#-scripted gameplay layer.&lt;/p&gt;
&lt;h2 id=&#34;renderer&#34;&gt;Renderer&lt;/h2&gt;
&lt;p&gt;A forward 3D PBR pipeline: metallic-roughness Cook-Torrance lighting (GGX/Smith/Schlick), energy compensation, geometric specular anti-aliasing, and normal mapping. Image-based lighting from HDR environment maps with prefiltered specular and diffuse irradiance convolution. Shadows for all three light types — cascaded shadow maps (up to 4 cascades) for directional lights, plus spot and point (cubemap) shadows, each with hard and PCSS soft-shadow modes. A full HDR pipeline with multiple tonemap operators (Reinhard, ACES, AgX, and more), alongside a 2D batch renderer running in parallel.&lt;/p&gt;</description>
    </item>
    <item>
      <title>TetrisClone-Timefall</title>
      <link>https://ahmedyabbas.github.io/projects/tetris_clone_timefall/</link>
      <pubDate>Tue, 04 Aug 2026 00:00:00 +0000</pubDate>
      <guid>https://ahmedyabbas.github.io/projects/tetris_clone_timefall/</guid>
      <description>&lt;h1 id=&#34;tetrisclone-timefall&#34;&gt;TetrisClone-Timefall&lt;/h1&gt;
&lt;p&gt;A guideline-inspired Tetris implementation built in C# on top of &lt;a href=&#34;https://ahmedyabbas.github.io/projects/timefall/&#34;&gt;Timefall&lt;/a&gt; — created as a full, non-trivial game to stress-test the scripting layer end-to-end. Every gameplay system (piece spawning, movement, rotation, line clears, scoring) is pure C# scripting against the engine&amp;rsquo;s entity API. The rule during development: if a feature needed a new engine capability, that capability got added as a generic, reusable engine system — never a Tetris-specific workaround.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Neural Dominion</title>
      <link>https://ahmedyabbas.github.io/projects/neural_dominion/</link>
      <pubDate>Tue, 04 Aug 2026 00:00:00 +0000</pubDate>
      <guid>https://ahmedyabbas.github.io/projects/neural_dominion/</guid>
      <description>&lt;h1 id=&#34;neural-dominion&#34;&gt;Neural Dominion&lt;/h1&gt;
&lt;p&gt;Neural Dominion is an upcoming cyberpunk 4X turn-based strategy game from GamesBond Studios (published by Camlann Games) — players lead one of five rival gangs fighting for control of Technograd, blending city-building and economic strategy with turn-based tactical combat.&lt;/p&gt;
&lt;p&gt;I worked on this as part of a 4-person team, building the event system, UI implementation, the stats system, and the building system.&lt;/p&gt;
&lt;p&gt;&lt;img loading=&#34;lazy&#34; src=&#34;https://ahmedyabbas.github.io/Images/neural_dominion_screenshot.jpg&#34; alt=&#34;Neural Dominion gameplay&#34;  /&gt;
&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;&lt;a href=&#34;https://store.steampowered.com/app/2493210/Neural_Dominion/&#34;&gt;Steam page →&lt;/a&gt;&lt;/p&gt;</description>
    </item>
    <item>
      <title>Cyber Defense</title>
      <link>https://ahmedyabbas.github.io/projects/cyber_defense/</link>
      <pubDate>Fri, 09 Jun 2023 00:00:00 +0000</pubDate>
      <guid>https://ahmedyabbas.github.io/projects/cyber_defense/</guid>
      <description>&lt;h1 id=&#34;cyber-defense&#34;&gt;Cyber Defense&lt;/h1&gt;
&lt;p&gt;An asymmetric 1v1 multiplayer tower-defense game built in Unity, developed with team Vanguardians as an ITI graduation project in partnership with EG-CERT. One player attacks with a roster of malware (Adware, Ransomware, Trojan Horse, Virus, Ghost), the other builds and upgrades towers along a grid to defend — sides swap each round, best of three wins.&lt;/p&gt;
&lt;p&gt;Built on Unity URP with real-time 1v1 multiplayer over Photon PUN2, NavMesh-driven malware pathing, a grid-based tower placement/upgrade system, an energy economy gating both sides&amp;rsquo; actions, and a guided interactive tutorial.&lt;/p&gt;</description>
    </item>
  </channel>
</rss>
