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JS1k post-mortem Minecraft

JS1k post-mortem Minecraft

After enjoying all the great submissions of JS1k in the previous years, I wanted to participate myself this year (which, in fact, is my first participation in an online code competition ever). My entry “Minecraft” ended third. In this post,

reinder April 28, 2014December 27, 2022 Javascript Read more

Liquid on iPhone and iPad

Liquid on iPhone and iPad

This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. After writing my first iPhone app some time ago (see: Navier Stokes: iPhone vs iPad), last week I wrote another one. Not surprisingly, this

reinder February 8, 2011September 24, 2019 Apps Read more

Navier Stokes: iPhone vs iPad

Navier Stokes: iPhone vs iPad

This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. One month ago we (Infi) bought an iPad in France (iPads are not available in the Netherlands yet).

reinder July 15, 2010September 11, 2018 Apps Read more

Marker Detection for Augmented Reality Applications

Marker Detection for Augmented Reality Applications

This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. At Infi, we have something similar to Google’s 20 Percent Factor. If you have a great idea or something you want to know more

reinder April 2, 2010September 20, 2019 Uncategorized Read more

Rendering distance fields using the Go-language

Rendering distance fields using the Go-language

This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. Every two weeks, one of us gives a talk to the other employees here at Infi. The subject of these talks are mostly related

reinder February 2, 2010February 20, 2025 Uncategorized Read more

Doom 3 – OpenGL Shading Language

Doom 3 – OpenGL Shading Language

After spending most of my free time last year writing a raytracer, I’ve finally finished another OpenGL demo. This demo loads a Doom-3 level (using the .proc format) and renders the level using portal-based visibility culling. I use the OpenGL Shading

reinder August 25, 2005September 24, 2019 Uncategorized Read more

Grass Experiment

Grass Experiment

This demo uses verlet integration to simulate the physics of grass.The grass reacts to wind and the movement of the camera. Walk backwards, and watch the bending grass.Impostors are used to render trees and grass in realtime.

reinder July 20, 2005September 24, 2019 Uncategorized Read more

Impostor experiment

Impostor experiment

Experiment with impostors. Impostors are used to render a forest of 50.000 trees in realtime.

reinder June 24, 2005September 24, 2019 Uncategorized Read more

kD-tree collision detection

kD-tree collision detection

I think that I have figured out how the .cm files in Doom III are used for collision detection.

reinder August 25, 2004September 24, 2019 Uncategorized Read more

Dynamic skydome

Dynamic skydome

This demo shows the following techniques: procedural moving clouds animated skydome with sun and stars stencil shadows very simple terrain engine Download world.zip.

reinder June 23, 2004July 27, 2015 Uncategorized Read more
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