Seascape - OpenVR adaptation of a 4k intro

At Revision this year I competed in the 4k intro competition with an intro called 'falling'. Because I've been doing a lot of VR related stuff lately I decided to convert the intro into an interactive VR experience(?).

The original shader is a single raymarched scene which means that demo is very demanding on the GPU. But you can provide a scale factor for the framebuffers on the command line to get acceptable framerate.

The binaries are compiled for Windows 10 and can be downloaded here.

I suggest putting on some nice background music like Röyksopp for maximum effect.

If you're not that into VR you can go over to Shadertoy and watch the intro instead,

Java 4k 2013 - Meltdown

In the wake of ‘Peak Oil’ in 2143, factions struggle to claim their share of the world's trickling reserve. But deep beneath the melting ice of Antarctica a new oil deposit has been discovered; the likes of which have never been seen. As private prospectors flock to the site like vultures to a corpse, you are the only thing standing between them and the fate of an entire world. Should you claim the oil and receive riches beyond your wildest dreams, or make sure it remains buried and maybe save a dying planet?
Meltdown is my entry in this years Java 4k game competition. This year I teamed up with the game designer Daniel Frostberg who created the actual concept while I focused on the code. The game is a 3d dogfight game with a little twist, you have to fight below the surface as well as above it. Or as the strategy guide put it:
The Antarctic is an inhospitable place – especially with prospectors around, determined to eliminate all opposing competition. Luckily, your Black Gannet subcraft comes equipped with a fully automatic JLF3950 Chain Gun, an M1-R14M self-repairing hull and, of course, the ability to move through water as swiftly as through air.
However, to fit such advanced technology into such a small craft, its manufacturer was forced to compromise in two key areas; engine cooling and oxygen supply. Effectively, this means that operating above the surface builds up heat which must be cooled down by entering the water. Reversely, operating below the surface uses up oxygen which in turn must be replenished by reemerging from the depths.
This cycle can be used to your advantage, though, as enemies are bound to the same conditions and easily lose track of you when you switch elements. So check your gauges regularly and move between water and air to maximize your chance of survival.
We're very happy with the result even though the game play might be a bit complicated for a 4k game. People in general tend to not read the instructions before playing a game, and when you don't have enough space for tutorials it can be a bit confusing. 

The game can be found at or by going to:

Hurry up and play all the awesome games and cast your vote before the 15th of March!

Cubing for charity #4

The recent months I've been neglecting my Cubing for charity project. But after viewing a great TED talk by Lisa Kristine about modern day slavery I've decided that the next Cubing for charity must go to Free the Slaves

Thanks to all users Rubik's Cube Algorithms who by their inherent nerdiness made this possible! 

Java4k 2012 - PORT4K

A couple of weeks ago the submission deadline for this year's java4k game compo was due. This year i was a close call, squeezed it down below 4k only a couple of days before deadline.
My mission was to make a game with music in it and it took a lot more time that anticipated. The game became a 2.5D demake of Portal which actually became quite fun to play but the simulation is bit buggy on some systems.

The synth in the game is a 4-channel beauty with sine, square and noise oscillators. The only effect other than track volume is a delay loop for each channel. I recommend using headphones to hear the base frequencies. All in all I'm very satisfied with the end result. Both the music and the game is great.

You can play the game over at and the tracker can be found at

Don't forget to register a user and vote for your favorites!

Rubik's Cube Algorithms v2.0

After almost 100h of spare time coding I'm finished with the rewrite of Rubik's Cube Algorithms v2.0. I've basically rewritten every single line of code in the whole application. But if you ask me the result is great! And hopefully the users will appreciate it as well. The app can be found at Android Market:


  • F2L/PLL/OLL algorithms
  • Algorithms rotation
  • Trigger moves grouping
  • Add / Edit custom algorithms
Planned features:
  • Ad-free version
  • 4x4 and 5x5 renderers
  • Better trigger detection for the left hand
  • Nicer layout for tablets

Multi Threaded Fractal Renderer in Swing

After seeing Jeff Pershing's post on a obfuscated madelbrot renderer in python I naturally had to try the python snippet provided. Sitting on a quad-core 3GHz machine I felt a bit disappointed when it took a long time to render the fractal and only one core was used. Performance was not a part of their initial goals so I will forgive them but I felt obliged to make a multi threaded version. For science!
Said and done, it was surprisingly smooth coding and the end result is pretty decent. The palette was by far the most time consuming thing to implement, it's hard to find good colors. Only basic controls for navigating the fractal are implemented, mouse wheel to zoom and click to center.

Screenshot from the application
The code can be found at my repository on bitbucket

BIRT Documentation

Recently I've had the pleasure opportunity to work with BIRT for a reporting project. My conclusion is that it is by far, the most inaccessible open source project I've ever seen. This post is dedicated to my future self. 

Hey! Here are the links you've been looking for!

Good luck, you'll need it...