Remote working at Peerby

I try not to make this so called blog a Facebook profile by only posting status updates, but I’m afraid I’m going to bore you with another one.

First of all, something interesting, my current occupation has the most buzz words possible: I’m now a digital nomad working for a market disrupting sharing economy startup. Let that sink in for a second; I could shave off my beard and still be a hipster!

This means that I’m working for Peerby again, but remote now. Which enables me to travel the world at the same time. Currently I’m located in Cape Town, South Africa. Which has the best winters I’ve ever experienced! (It’s very much summer here)

So while doing programming like normal during the week. In the weekend I force myself into South Africa’s way too full trains and go for a surf a the warm Muizenberg beach. Or hike the very hike-able Lion’s Head and enjoy a indescribable view of Cape Town. Or rent a car and make a weekend trip inland looking for ostriches and zebras.

It’s very enjoyable! Too bad I hardly have time to work on some personal projects, which would give me actually something interesting to talk about. Maybe when I’m back in Amsterdam this January.

Cape Town from Lion's Head

From Model Space to View Space and beyond

Last week I added some new features to the render engine I spoke about a few weeks ago. So far the render engine has been really static. It was just showing the models in OpenGL space [-1,1 -1,1 -1,1] and only did some light calculations.

As part of an presentation for one of my courses I added a camera and made it possible to move around objects and the camera. To get the translations and rotations working I had to write the conversion from Model Space to World Space and from World Space to View Space. See the presentation I gave for some more technical details.

For me this was the first time that I really got an understanding of how moving, rotating and scaling objects work, and mainly what the result is of what you send to the graphics card.


While setting up the projection matrix which should result in nice perspective I encountered some weird results. The perspective felt a bit off. The image above shows clearly that something wasn’t right. After reviewing all calculations I saw that I messed up some entries in the matrix. I was just really lucky that I got sort of a realistic image.

After fixing the calculations I ended up with nice perspective in my scene:


And to get a better idea how a scene would look like I modeled a simple low poly scene.


GGJ 2015 – Vienna!

At the end of January I was in Vienna for the Central European Game Conference. I was there helping out as a volunteer.

After the conference the real adventure began; the Global Game Jam. The theme of this Game Jam was ‘What do we do now?’. Our team had a bit of a bad start. The first evening of the Game Jam there was an after-party of the conference. So it took us until Saturday morning 11:00 to turn on our computers and get started.

Luckily we were in a creative mood during the after-party, and we came up with a brilliant idea. This is what I wrote down that night:

“The main character wakes up and sees completely blurry. By hitting in objects and squinting his eyes he can discover the room he is in.

Slowly the character will find room after room.

In the end the main character finds a goodbye note to his family and realizes that he actually did a failed suicide.

What do we do now?”

Mainly the suicide part was quite horrific the next morning, so we decided to leave that out. Also we couldn’t really agree on a certain idea/concept. So the first nine hours we decided to make a global prototype, and then define the concept better after we finished the prototype and knew how much fun it was.

This was a good call, because the prototype was already a lot of fun. So the following eighteen hours we had left, we finished the game. Play the game over here at Kongregate:­games/marijnz/white-out

And more info about my team:­2015/games/white-out

White Out 1

White Out 2

White Out 3

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