Gaming is my soul. Building games is my life.
Stolen Couch™ Castaway Paradise.
I have been porting Castaway Paradise to PlayStation™ 4. This project was created in Unity3D Engine and my main challenge was adding controller support for all the different items, equipments and UI (some of which have been completely reworked).
Flocking in Java
I created a flocking project in Java where the values can be adjusted, stored and retrieved.
I am working to perfect the zombieappocalypse game. Enter here for the blog.
Advanced Physics in C++.
For a school assignment, I worked on a physics engine called Cyclone Physics to create physics simulations.
Ant Optimization Algorithm.
The idea is that ants create and follow pheromone paths to find the closest source of food in their surrounding.
Together with Tom van Duist, we created a game that uses Bluetooth to conect players.
I have been porting iO to PlaystStation™ 4 and PlayStation™ Vita. This project was created in Unity3D Engine and my main challenges were using the Sony APIs (saving/loading data and trophies) and sanitizing and optimizing the code so it could run smoothly on PlayStation™ Vita.
Threaded server in C.
This is a C program that creates a threadpool. Every time someone connects, it spawns a thread and then server and client can communicate with each other.
Raytracer in C++.
This is a fairly simple process in which rays are shot from a camera into the world, calculating where they hit the surface of some other objects.
A procedural Dungeon Generator tool for the lazy Dungeon Master. Still in progress but already available at the Android Market Place.
Calculate the mimimum amount of steps needed to get from one string to the next; .EXE file + source code.
My first game for GD2. Reggie Schildmeijer did the graphics. Try not to get killed in this scary zombie game.