Last Online: 4/17/08
Joris de Gruyter
Profession:
I'm a certified Microsoft Dynamics AX Developer. I design, develop and manage customizations and add-ons on this platform. I also give technical training to our clients. The company I work for is a gold certified Microsoft partner.My Linkedin Profile
Outside Of Work
Microsoft techie by day, Linux fanboy by night. I develop OpenGL apps in C++, using SDL mostly. Interested in game/gfx engine technology and tools. I am a TGE indie license owner.Background
I was born and raised in Belgium. I made my first complete game (Pacman-clone) in '96 at the age of 15, in Turbo Pascal 7 (aah, the good ol' days).Started working on gaming websites when in college, learning PHP and mySQL. All of these sites have either vanished or have been bought, but for those of you who really want to know, among many others, I ran Elite Force mod central, Tribes2 mod central, SoF mod central, and I developed for the old gaming website Spelletjesgarnaal (before it became arena51.be). Also did some commercial website development.
I started working in the Dynamics Ax business in 2002, started doing projects in the US in 2004. I moved from Belgium to Denver, CO in 2006.
All Your Base Are Belong To Us!
My Engine Project
The "Engine" is an attempt starting off as a general purpose 3D engine. Obviously it is to become a gaming engine by the 2nd quarter of 3014.
It currently features Quake3 BSP (with pvs), lightmaps, transparent textures, curved surfaces, BSP world collision detection, quaternion camera.
It can load Quake3 BSP levels, Quake2 .md2 files (including animations), .3ds files (experimental).
The structure is very generic so it can support other binary trees, plugin new parsers for levels and models, etc. Data structures and class structure is key for me, resulting in severe engine refactoring 3 times already.
A console allows manipulating variables, calling functions, etc.
It is written (from scratch) in C++, OpenGL using SDL (haven't tried to recompile for L00nix yet, but should work just fine; runs perfectly in Wine).


It currently features Quake3 BSP (with pvs), lightmaps, transparent textures, curved surfaces, BSP world collision detection, quaternion camera.
It can load Quake3 BSP levels, Quake2 .md2 files (including animations), .3ds files (experimental).
The structure is very generic so it can support other binary trees, plugin new parsers for levels and models, etc. Data structures and class structure is key for me, resulting in severe engine refactoring 3 times already.
A console allows manipulating variables, calling functions, etc.
It is written (from scratch) in C++, OpenGL using SDL (haven't tried to recompile for L00nix yet, but should work just fine; runs perfectly in Wine).


The little games that could...
My All time favorites...
The original gameboy tetris rules! Thank god that huge cassette still fits in my GBA SP!
Brilliant gameplay in the excellent Source engine from Valve
From the original Gameboy to my GBA SP. Anywhere, anytime. My favorite game in airports.
Gamecube fun for the whole family!
Most played FPS on my PC.
No need for a comment here. Blizzard rules the RTS world. Let's see Starcraft2!!
It's time to kick ass and chew bubble gum. And I'm all out of gum.
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