8,524 reputation
1540
bio website roy-t.nl
location Netherlands
age 26
visits member for 3 years, 7 months
seen 4 hours ago

At the age of 14 I started programming in PowerPoint’s VBScript environment, quickly after that I switched to Visual Basic 6 learning basic programming skills. A few years later I applied these skill to write my first ‘database’ application for the Salida youth crisis relief center. The application used VB6 and flat files on an FTP server to mimic a real database. Around the same time I wrote my first game, a two player top-down shooter. A year later I rewrote the database application in C#, now using a real database (MySQL) which allowed users to really work together. This application is still used daily by approximately 20 people at Stichting Cardan.

Since 2008 I started focusing on games. In 2008 I discovered Microsoft’s XNA framework (a managed DirectX wrapper for PC, Xbox and Windows Phone). Since then I’ve been an active member of the XNA community. While I was learning the framework and general game development techniques I started keeping a blog. At this blog I periodically post tutorials and code snippets. I also wrote a few tutorials for popular XNA sites like www.ziggyware.com (now defunct) and www.sgtconker.com (renamed to MadGameDev). With these tutorials I won a couple of prizes.

In 2010 I met a few game designers and artists working on the game Hollandia. They had just won a Dutch Game Award but their programmer was unable to continue working on the game engine, which caused the project to stall. I rewrote most of their engine and coupled it to an existing physics framework. Around the same time I worked with a 15 man strong team on an extensive web shop project for Q-Free. We developed a process that automatically pulled new releases from source control and integrated them into our web shop.

While finishing up my Bsc. in Computing Science I worked at Science LinX (2009-2012) where I grew from a system administrator to serious game developer with a diverse set of responsibilities, from building exhibits to managing projects.

During my master at Utrecht University I interned at Abbey Games. I'm currently finishing up my thesis (on navigation mesh) and getting ready to join the real world.


3h
awarded  Explainer
1d
comment Slick 2D - how to substract two vectors?
Haha, don't worry about it! This happens all the time. Damn non-clairvoyant computers!
2d
comment Slick 2D - how to substract two vectors?
From what I can find here you are correct: slick.ninjacave.com/javadoc/org/newdawn/slick/geom/… does your IDE recognize the sub method? Are there other sub methods in the current namespace that can interfere?
2d
comment How do I edit a Texture2D at run-time to visually indicate connected tiles?
Just wrap the functionality of loading, and selecting the correct version in a class, and you'll be alright :).
2d
answered Can I use icons, which I am not allowed to use in commercial applications, in a free game
2d
revised Can I use icons, which I am not allowed to use in commercial applications, in a free game
Made title more clear, removed rare tags, added legal tag.
2d
comment Can I use sounds from UT2004?
Modifying something that is copyright protected does not remove the copyright.
Sep
27
comment XNA: Working with primitives and tessellation
Three valid questions, however answering multiple questions at once doesn't really work well on stack overflow. Please separate these three into three separate questions/topics.Could you also explain a bit more about question 1? Who is doing the tesselation and what is the goal of the tesselation?
Sep
27
answered Can I use sounds from UT2004?
Sep
24
comment Are there alternatives to multiple buffering?
However, there are some problems caused by buffering (such as input lag) and on higher refresh rates double buffering is less of a necessity. An alternative to double buffering could be that the GPU writes to lines of the buffer that have already been processed this frame. That would require some sort of sync between GPU and monitor. Things which AMD and NVIDIA area working on. So if there are alternatives is a valid question, unfortunately the answer is that there are no real alternatives at this time.
Sep
22
comment How do I open/edit a *.xnb file in XNA Game Studio 4.0?
You cannot open or edit it directly. But if you place the XNB file in the same directory as your XNA application its content can be loaded using XNA's content manager.
Sep
21
comment Handling game-state updates in an MMO while the player is logged out
@Philipp these more complicated processes can still be calculated once the client logs in, as long as these events are time stamped it is very easy to calculate.
Sep
19
comment Handling game-state updates in an MMO while the player is logged out
You don't need a background process. Production of resources is often a fixed formula. (1 farm produces 2 food per hour, so if you have 3 farms, and you log in after 4 hours you will have farms*units*time = 3 * 2 * 4 = 24 more food than before.
Sep
18
reviewed Reject suggested edit on documentation tag wiki
Sep
18
reviewed Reject suggested edit on documentation tag wiki excerpt
Sep
16
awarded  Popular Question
Sep
14
comment Why does accessing a uniform float make my shader more than twice as slow?
Can you show the entire shader?
Sep
10
comment Automatically select back buffer format
I don't think its good to let D3D choose, as it doesn't really know what you want to do with the backbuffer :).
Sep
9
comment Automatically select back buffer format
Id say A8R8G8B8 will definitely work for that use case. Some other formats might use less memory but that is usually not relevant for the backbuffer (a single texture will usually take up more)
Sep
9
comment Automatically select back buffer format
What are you going to use your backbuffer for? The most standard backbuffer format would be "A8R8G8B8" which is a normal 32 bit format where each channel (Alpha, Red, Green, Blue) has 8 bits.