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Plagman - Duke, OpenGL and Heavy Metal
1842 days ago

Hell yeah! A week ago we presented the final version of our last third year project. Yes, our last project. We’re done. Fourth year is scheduled to start in November, which leaves just enough room for six months of pure goodness.

HTTPd Team

The project itself was a modular HTTP server. We focused our work on stability and performance and scored a pretty cool grade, but it’s pretty much unimportant at this point. What matters is the night of celebration that followed the formal presentation, and I don’t think I’m ever going to forget it. What matters even more is that this night marked the beginning of our 6-month internship, and I’m sure it will be interesting.

Plagman

Needless to say I’m going to enjoy the bit of free time I have until my internship actually starts, that is if I don’t idly waste it.

In other news I’ve been admitted into the Magic: The Gathering Online Future Sight beta-test. I guess that makes up for the fact I wasn’t able to attend to the prerelease events here in Paris. I’ll do my best to report all problems I can find so that this cool expansion set quickly airs on MTGO.

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It's on!

1853 days ago
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I finally did it. After quite a lot of fighting against various publication tools I picked the best (less worse?) and set up this little space where I’ll be writing about my projects and me.
I guess that this first post needs to be some kind of introduction, so here you are.

mod1, a terrain generation project

So, what is it that I do? I could easily be labeled as a computer programmer given that coding is probably my principal activity (that is if you don’t count all the time I spend doing absolutely no constructive activity in front on my keyboard). I mainly write computer graphics-related applications or handle the graphics part of my school projects when applicable. I’m also contributing with the development of EDuke32, an OpenGL-driven port of Duke Nukem 3D for modern platforms.

Hollywood Holocaust

That’s right, that Duke Nukem 3D, the ten-years old one. Needless to say, I’m quite fond of this game. And I think people might be starting to notice it (hell my buddies even bought me the official strategy guide for my 19th birthday!). When its source code was GPLed by 3D Realms about four years ago, the JFDuke3D source port featuring the enhanced Polymost renderer by Ken Silverman (Ken is the original author of the Duke Nukem 3D engine, Build) quickly surfaced. Following that, what was going to become the High Resolution Pack project started on the official 3D Realms forum about Duke Nukem 3D source code. The Abyss I’ve contributed two models as an artist and then quickly switched to a domain I was actually good at. I coded some tools for Blender and MED so that HRP artists could easily export their work to file formats directly readable by the game itself. As mentioned above I’m now a regular contributor of EDuke32, which is a fork of JFDuke3D aimed at improved modding capabilities. The third version of the HRP is now on the verge of being released: if you’re a fan of Duke Nukem 3D, be sure to check it out. Take a look at the two screenshots I’ve posted in this very article if you’re not yet convinced that it’s cool as hell.

I do some other things of my free time as well such as guitar playing, singing, juggling and playing classic PC games. I’ve also became a regular Magic: The Gathering player since a few months (as opposed to ten years ago when I was about the most casual player ever) and even occasionally score decent rankings in sanctioned tournaments.

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