8,126 reputation
1536
bio website roy-t.nl
location Netherlands
age 26
visits member for 3 years, 5 months
seen 10 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.


19h
comment How to create normal map from bump map in runtime?
What is wrong with the (low intensity) bump map?
Jul
25
answered XNA Masking Mayhem
Jul
22
comment Qt OpenGL shader errors
Thats a big assumption. Tutorials are often loaded with errors. (I can know, I wrote some pretty bad ones as well :P)
Jul
22
comment Qt OpenGL shader errors
Where is the shader that you are trying to compile. Isnt the error in there?
Jul
15
awarded  Popular Question
Jul
14
comment How portable are OpenGL versions, really?
If the API is stable and in the proper language, then yes. Why add the extra indirection? (Of course wrappers have their uses, but in this specific case it seems unnecessary)
Jul
14
comment How portable are OpenGL versions, really?
Can you really not create an OpenGL 3.1 context? This would (imo) be best as you'll start working with new best practices instead of the old crud and OpenGL 3.1 uses a 'forward compatible context'.
Jul
14
comment How portable are OpenGL versions, really?
I think the wrapper approach, while in some cases worth-while is a bad fit for something as complicated as a graphics API. Building an application on OpenGL implies one way of approach to problems. Porting yo another graphics library by adapting the wrapper is often impossible since the other API will require quite different information which cannot easily be mapped from the old version. Of course there are engines that do this but they abstract quite far away from the underlying graphics API. Also OpenGL is stable, it is unlikely that it will just disappear.
Jul
14
comment Estimated framerate for custom engine?
Never measure performance in FPS, always measure it in frame time. For example If drawing one cube gives you 500FPS and drawing 2 cubes gives you 250FPS this seems like a crazy performance impact. While converted to the time it takes to render a single frame you go from 2ms to 4ms. Which is super sensible as you're drawing twice as much :).
Jul
11
comment how did coordinate-handling in old flightsimulators work?
Why have sectors on the client but not on the server. Any part of the simulation that is different for the server and the client can cause terrible bugs and should generally be avoided!
Jul
11
answered Why are my Box2D wheels slipping on ground?
Jul
8
comment Unity's default integration method
Unity uses the physics systems PhysX, however I cannot find which integration method it uses.
Jul
3
answered Resolution independent game world in 3D
Jul
2
awarded  Curious
Jul
2
accepted Calculating the winding and normal when programatically adding triangles to a mesh
Jul
2
comment Calculating the winding and normal when programatically adding triangles to a mesh
Thanks, with these pointers I got it to work. I was thinking way too difficult somehow :).
Jul
2
comment Calculating the winding and normal when programatically adding triangles to a mesh
Oh the cross product of the original triangles vertices? Yes they are in correct order.
Jul
2
comment Calculating the winding and normal when programatically adding triangles to a mesh
Thats the problem, to determine the correct order of the vertices I need the normal, and for the normal I need the vertices in the correct order ;). So I need to use extra information to steer this process. For example the direction which the edge lies in relation to the centroid of the triangle and the original triangle's normal. But I'm not sure how.
Jul
2
revised Calculating the winding and normal when programatically adding triangles to a mesh
deleted 35 characters in body
Jul
2
asked Calculating the winding and normal when programatically adding triangles to a mesh