Daniel L. Watkins

About Me

I'm passionate about developing robust software systems that are capable of running on all relevant operating systems. My specific areas of interest include: test/build automation, concurrency, 3D graphics, artificial intelligence, and language/compiler design. I’ve been developing software for over 9 years.

Besides jamming away at the computer, I regularly rock climb, bike, swim, adventure into remote places on earth, and build/repair things around the house.


Email: dwatkins@valpineware.com

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Personal Projects

These projects are accessible on GitHub.

Terrain3D (2014 - 2016)

An interactive 3D terrain simulation written in C++ using OpenGL 4 and Qt 5. The main features include:

Valpine Compiler (January 2015 - March 2015)

A new programming language (and compiler) I developed with a good friend that is in the early stages of design. It was planned to be a general-purpose language like C++ that encourages cleaner and safer designs without compromising performance. The language will be mostly (if not entirely) compatible with C++ codebases which will make the transition process easy.

Initially, the Valpine Compiler will mock Valpine code directly into C++ and then compile as C++ using whatever compiler is desired (G++, MSVC, etc.). If C++ compatability is not desired, future versions may simply mock to C and then compile from there for potentially increased compile times.

Reuse Vector (November 2014)

A sequential container implementation similar to std::vector that is unordered, but provides constant time erasure. This could be useful for implementing a high performance particle system for example.

Glance Engine (2010 - 2013)

A cross platform game engine that is written in C++. It is capable of simulating bodies in 3D space and rendering them with 2D sprites. Here is a list of the main features: