Octree light propagation volumes are an extension to traditional light propagation volumes. The difference is that it uses a data structure based on octrees rather then a uniform grid. The technique, just like traditional light propagation volumes, aims to provide diffuse indirect illumination in real-time. Unlike many other techniques it supports fully dynamic scenes and light sources.
The jOTServer project is a re-implementation of the OpenTibia server project in Java. While the project is now abandoned it still showcases several interesting technologies including aspect oriented programming using AspectJ, asynchronous networking using Apache MINA, and the Maven build system. It also happens to be the only one of my spare time projects where I have maintained even a partial JUnit test coverage.
The Timeless Gaming Admin Console (TGAC) is an admin tool for Battlefield Bad Company 2 as well as Battlefield 3 servers. It is specifically designed to run as an unattended server/daemon in a server environment, providing in-game and remote support for administrators and players. It also provides a range of community-focused features including a shared centralized database between multiple instances, player reports and shared player statistics. The project enables interaction through both a set of in-game administration commands as well as through a custom network protocol intended for use by a front end graphical user interface. The project aims to be fault tolerant in the case of game server crashes, game server reboots or just general network connectivity issues.
This project is a series of scripting frameworks for reducing boilerplate behavioral code when scripting NPCs for OpenTibia servers. The recent versions now handle things such as customer queues, module system with standard modules for common tasks, advanced node based data structure for hierarchical conversations, highly configurable behavior using callbacks and modules etc.
As the final project in the High performance computer graphics course at LTH my group implemented the parallax occlusion mapping technique along with the fire effect used in the nVidia "Vulcan" demo. We showcased these techniques in the form of a simple tower defense type game. The player places flame throwers along a path on which multiple waves of differently sized snow men will traverse. The path itself is rendered using parallax occlusion mapping. The rest of the scene is however very minimalistic.
Me and a bunch of friends made a cool space survival game for the 10th anniversary of Ludum Dare. More specifically, the game is a 2D space survival game where you play a planet trying to survive in a very hostile solar system by dodging solar flares, asteroids, black holes and more. You can also defend yourself using high powered laser turrets mounted on moons that you bring into your orbit.
A couple of weeks ago me and a few friends decided to take part in the WhatWouldMolydeux jam, or the MolyJam 2012. This was the first time I participated in a game jam and it was a lot of fun.
We made a game called Molly's Nightmare. It is a 2D top-down shoot-em-up game with the interesting twist that you must be hooked up to a an electrical outlet, a wall socket, within the game in order to be able to shoot the enemies. It's actually more fun then I had expected. Here is some more detailed information:
Welcome to my new website! After planning for this during a long time I have finally gotten around to setting up a website for myself. This site is intended to work both as my personal web page, a portfolio for future employers, and as the go-to resource for any software development projects I have done or will do in the future. Please be patient while I try to get more content added.