This is where I'm going to list my greatest projects, the ones I am very proud of! I highly recommend you check them out.
Tildecube is a 3D sandbox voxel game inspired by Minetest. I am writing it from scratch using Java and LWJGL. The goal is to make a engine-ish game (as in, some base to create more stuff) in which the user can make use of scripting to add whatever they want in the game. While this is also a project for me to learn OpenGL, Java, gamedev and how voxel games works, I also kind of always wanted to make a toy voxel game in which I can mess with, kind of like Minetest.
The initial goal of this voxel game was to recreate Minecraft Classic AKA Minecraft 0.30. But it turns out, after implementing multiplayer support, that it is kind of boring and found out that there is quite some potential to acquire from Groovy scripting, as it can access to every components of the game.
NOTE: This game is subject to a rewrite EventuallyTM
This is a collection of shortwave radio recordings I have done over time. They have been done either on remote KiwiSDRs, or my own hardware like my RTL-SDR or my Tecsun PL-330. There are also some satellite recordings done using my hand-made 70cm/2m yagi antenna.
The swaggiest antenna that has ever swagged. I should've written
a cool blogpost about it but I haven't :(. One of my biggest
flex because it's the only thing I made with my two hands other
than code.
You can get some really cool stuff over the electromagnetic
wiggle!
gloriterm (or GLORIfied TERMinal) is a graphical framework I wrote on top of SDL3 to ease the development of simple graphical applications. It works more or less like a console screen and one can only display characters. I am currently writing it for future projects so I have less boilerplate code to deal with when I need to write simple graphical applications. I am trying to keep some kind of maintainability and usability so other people can use it as well.
This is another game I wrote with the same problem than Tildecube, I like writing very technical code but I suck at game design. Therefore I craft my own engines, graphics framework, etc. but the game produced with it is extremely boring. This is another of those games, written with my own graphics engine lightrcg.
This is one of the only actually useful projects I wrote. This brainfuck interpreter is quite fast and uses bytecode to run. bfvm2 is subject to improvement as it is planned that more high-level bytecode gets added to cover most common patterns in brainfuck code.
The difference between version 1 and version 2 is first, that the v2 code is more clean but also the v1 contains a JIT interpreter. The v2 has more a focus on usability and debugging capabilities, therefore it is slightly slower than the v1.
This is one of the few projects I wrote to experiment with computer graphics before I get serious and work on Tildecube. This is a CPU raytracer written in C to learn more about old-school raytracing techniques. It features very few shapes and is quite limited with lights as well. The triangle shape is also quite buggy. There is also a very primitive Wavefront .obj loader.
This however yields an interesting image
There are plenty of stuff to explore in my Codeberg profile!