Limegarden.net Personal site of Wouter Lindenhof

Portfolio

Welcome to my portfolio. All of my work presented here is something that I'm free to show. Unless it is stated otherwise you can use it as you see fit (think MIT license).

Released game: iSpiral

Released game: iSpiral

This is my very first professional game that I have developed during my internship. All programming related tasks (including the in-house level editor) was developed completely by me (the graphical user interface and game design were done by others). The spiral is generated using a custom procedural algorithm. A fun fact is that this is [...]

Shimmer Shader (binary and source)

Shimmer Shader (binary and source)

“Shimmer” is “to reflect a wavering sometimes distorted visual image” according to the Merriam-Webster dictionary. One example is heat like a fata morgana (mirage). This started out like a joke and I originally called this the “fart shader”. I have added a slider so that you can change the “hotness” of the girl. To run [...]

Paper: Procedural generated design

Paper: Procedural generated design

This paper describes how design can be generated through procedural means. I believe that in the future we only have to tell what we want and then the computer generates it. For example: "I want a house for four persons" and it creates a complete house that could have be done by an architect and [...]

Code: Fixed point math

Code: Fixed point math

For an assignment I had to work with fixed point math. Since fixed point math can be a huge pain (especially if you need to keep track of how many bits belong to the fractional part) I have created a set of classes which makes it really simple to work with fixed point. You can [...]

Movie: Augmented reality

Movie: Augmented reality

My first project at my internship was to make an application which allowed for augmented reality on the iPhone when there was no public camera API (which means you had to use the undocumented private API) and this was the result of a demonstration. The framerate is low only because I captured it with another [...]

Template Game Design Document

Template Game Design Document

Whenever I start working on a game design I often start from scratch untill I start wondering what I should put in the design document. Luckily I have written a few documents and I have made a template from it. The design document is inspired on the design documents of Chris Taylor (Mobygames) and Stefano [...]

Game: Vortex

Game: Vortex

Vortex is a game that I developed with my fellow students. It’s one of the first games that I’m actually willing to show. It’s an arcade action that takes place around a vortex pushing you to the outside while enemies keep coming at you in waves. If you look on the credits screen you will [...]

SSAO (Screen Space Ambient Occlusion)

SSAO (Screen Space Ambient Occlusion)

This is one of the things that made Crysis so good looking. This was originally a school assignment to be done in OpenGL using CG-shaders, but I have decided to do it in DirectX because I could use PIX debugging. To improve this shader I could add some blur and/or noise to make it better [...]

Design document: Emok

Design document: Emok

The thing I love to do is design whether it is a game design or code architecture design. Emok (which means "Elemental Master of Kantour" an old story I once wrote) was intended for the students of the IGAD-academy at NHTV but didn’t catch on as I hoped it would and I decided to cancel [...]

Advanced Log System for C++

Advanced Log System for C++

Sometime ago I needed a good log system in C++ and I needed it right now that very moment. But the ones I found where either too complex, had bugs or something else was wrong with it. So I decided to write my own. Inside the zip file you will find the source with a [...]