I worked on many many projects. They were “my thing”. What I did when I got up at 5:45 am, which was the time I was allowed to use the computer for 45 minutes back in the early school days, what I did when I was latter allowed more time after school – except for a break during puberty, where I played a lot of videogames for a while – likely instead of homework, what I did during lectures, after lectures, before lectures at university.
I cannot list them all. For today, I only cleaned up those which were previously listed on this page. Check out my old tumblr, if you are intersested in more of them. The newer projects you will mainly find on GitHub or learn about via the magnum blog, the Vhite Rabbit blog, or my twitter.
Here is a non-exhaustive list of projects I have worked on in the (very distant, 4-8+ years) past:
An open source Java – yes, serious – raycasting game engine, abandoned, but you can find it on GitHub again. I love to optimize and Java gave me a challenge here. I followed a C tutorial back then to get the basic math down (which I was not comfortable with back then) and was also inspired by a game by Notch.
I optimized the hell out of the engine which was able to display a tile-map of textured 3D CPU-raycasted blocks. Using threading and mainly coding tricks I got the thing from iirc something lower than 20 fps to over 120 fps. Which says nothing, because I don’t remember the specs of the Notebook it ran on… or the resolution… or anything.
It had an editor though, in which you were able to build tile maps and add custom tiles, with an orthographic visualization of the tile etc. And I learnt what mip-maps are and how to generate them, because the artifacts were just too horrible.
My brother back then was using some very basic ray casting game engine to make astoundingly cool little games and I hoped to build something nicer for him, tailored to his needs. I must have gotten cought up in premature optimization.
A full animation-ready rig in Blender. I wanted to do a Parkour-Lego Animation (since I started Parkour around this time, and always loved Lego animations) and the free rig I found back then was not quite fulfilling my needs. So I made my own, guided by a Ninja-Rigging Training DVD by cgmasters.net. If I find it again, I will link it here or share it on blendswap.
While the first made it to youtube, the second had alot of effort put into its environment (a little park scene) and I wanted to make it “at least seconds long”. I often think back to it and want to finish it, but every time realizing I am unable to find the most up-to-date file :(
“pywiiuse”, a Python 3.3 wrapper for the “inofficial fork” of the wiiuse library by means of a C extension to python. The goal was to make a Wii game in blender (without a Wii, but a controller, obviously). It actually worked, but I never made a game with it.
Originally the code was open source, but I am reluctant to keep projects around that I would not want to maintain properly and since nobody found it by accident I simply removed it. (A link to the code may be posted here in the future. I you really want it, drop me an email or DM me somewhere).
A 2D Multiplayer Bomberman-inspired game. Written in C++ using the Allegro library and POCO for networking code.
A 2D action/arcade game inspired by a minigame in a LEGO Island Gameboy game. You have four lanes on which Zombies are coming at you and you are supposed to kill them before they reach you. With combos and online highscores, settings menu, two types of Zombies, all the good stuff.
Written in C++ using the Allegro library with assets by Falk Ridder.