Once, during my work on the sadly never published game Reptoads – a round-based deterministic multiplayer cooperative card game, I got asked by different members of the art and design team: why can’t we have a visual scripting language such as Blueprints or Shader Graph for either the gameplay code or the visuals? My answer was always the same: we don’t have enough time to implement such a tool. This question, however, got stuck in my mind and I started searching for a “Lua” of the visual scripting languages just to find… nothing.
A Prototype of a visual scripting language based on the findings of my [master thesis](publication/master_thesis/). The main goal for this visual scripting implementation specification is it to provide a prototype for a visual scripting language that can embedded without much effort into an application.
In this workshop / how to you learn how the C++ Compilation process works in a nutshell. Before you can start you need to do some form of preps as described in the next step... (This is a workshop created for Breda University of Applied Sciences Games BA Technology Course 2021)
At [OurMachinery](http://www.ourmachinery.com) I have been working on The Machinery a new lightweight modular Game Engine. My role was Tools Engineer and QA Engineer [more information](/project/themachinery/)
A lightning talk about the imposter effect.
A lightning talk about the imposter effect.
A multiplayer crossplatfrom c++ determinstic linear card game engine developed in 16 weeks. Targeted for Playstation 4 and Windows 10 [more information](/project/tbsg/)
Besides being a student I am giving lectures and workshops at university about serveral programming related topics: Memory Management, C# for Design an art and organizing the C++ learning community. How to programmer think? [more information](/project/tutoring/)