Cakes & Desserts & Liqueurs
Drawing of the week book
How to turn hundreds of whiteboard drawings in a great looking book.
How to build your own great looking lamp with wood and easy to get materials.
VouwGrond - Paper craft soil layer visualization
Soil types at almost any location in the Netherlands using paper craft!
MySensors based sensors + dashboards
Introduction to MySensors library & battery powered nodes.
Simple DIY wireless button
How to make a BIG wireless button to trigger anything on your computer, laptop or Rasberry Pi.
DIY dressoir using wood
Candle powered Christmas pyramid
Building a Christmas pyramid (Weihnachtspyramide) with wood.
Construction of a Gloggomobil
DIY Tetrapod plush
Climagon climate paper craft
Internet hardware furniture
Serious games at Deltares
Pompeii - Bike pump controlled game
Om de put (Around the pit)
Serious game about levee patrolling! This will learn you how to recognize potential levee failures...
CPT - game
Sustainable Delta Game
Game which combines 3d graphics, playing cards and a simulation model.
Flood Risk Management Game created for a game design course. (In both Dutch and English)
Max in Muziekland
NLGD Contest game created in Flash for children in hospitals.
Augmented Reality / Graphics
Subsoil on a mobile device
My Master thesis: Visualizing and estimating the distance and depth of underground infrastructure.
Real-time visualization of water simulation
Turning calculated water flows into a real-time visualization.
RED - Motion captured animation
Open Data Sources for 3D Data Visualisation
Online multiplayer space game
Quadrant Wars was a highly ambitious project at the start of the massively multiplayer online games era. The idea behind it was to create a modern version of a 1988 game called Netrek. The development of the game went quite well, using Visual Basic 6 with DirectX8 support as its fundementals. The network code was handled by DirectPlay (networking code in DirectX) which ultimately lead to unexpected problems, and therefore cancelling the project indefinetly.
The problems started when the initial handshake packets of DirectPlay were underneath a certain size, and were therefore dropped by the local ISP at that time. Testing the game became impossible, and rewriting the netcode would require a significant amount of effort. Which was really unfortunate, as the game played really well because of various net synchronization strategies that were applied. Multiplayer programming has always kept a special place, as proiding the ability to cooperate or battle each other is so much fun!
The old site is still online, providing screenshots and background information. The site can be visited at www.quadrantwars.com.
The game had quite some features already. Some of these include:
- »Networking coding working really well
- »Bots with AI
- »Capturing planets 'domination style'
- »Starbases defending themselves
- »Different ships for different species
- »Waypoint systems, scenario system
Some screenshots to illustrate the idea behind the game.