The goal of the framework is to allow rapid iteration of the rendering code. This way I'm able to test existing rendering techinques aswell as experiment.
Screenshots below show a postproccessing test and deferred rendering but with a low resolution light buffer.
It's written in C# using .Net and OpenTK.

This was a school project. We worked on this with 7 people during one semester.
I made an AI opponent (bot) that picks up powerups and health bonuses when needed, does dodge like movement and shoots plastic rockets at the player's head.
The AI was made out of sensors combined with fuzzylogic and a statemachine.
I created pathfinding on navigation meshes for level navigation with is probably the most notable feature.
Alot of time went in researching AI.
Other teammembers:
- Filip Van Bouwel & Tim Vansteenkiste-Muylle - Gameplay.
- Timothy Vanherberghen - Engine.
- Kenny Deriemaeker - Level art and scene exporter.
- Minne Danhieux - Character concepts and models.
- Jeroen Van Raevels - 3D art

This was a project to compete in Microsoft Imagine Cup 2008.
I was the main coder on this project. It was my first experience in 3D programming without the use of a game engine. I worked on gameplay, simple physics, AI and lots of other stuff that make a game into a playable demo. To be able to support the artists demands I implemented Sunburn a render system for XNA which was in closed beta at that time.
It was really cool to work with these people, motivated till the final deadline!
Other teammembers:
- Minne Danhieux - Team planning and programming.
- Laurens Corijn - 2D artwork and vehicle models.
- Jeroen Maton - Environment artwork.