Welcome
Hey there! Welcome to my corner of the internet, and thanks for stopping by. I like to keep things streamlined online, but decided it was finally time to revamp my personal website when I decided to share some experiences working with Godot on a fun project. This is part blog, part portfolio, part experiment. I hope you enjoy!
About me
I’m a research scientist who finds himself wearing many R&D hats; sometimes in sequence, sometimes stacked on top of each other. My professional work ranges from the academic and theoretical to applied software engineering. I like building things as much as I do studying them. Please feel free to check out my works (available soon) or LinkedIn if you’re interested in some of the stuff I’ve worked on.
I’m a huge fan of video game science and design, computer graphics, retro computing, and electronic music. I love digging into the history of why we design hardware and software systems to work the way they do, as well as the great and not-so-great choices we made along the way.
A detail view of the WAFFLE project’s output graph.
2022-09-08
:: Berk
#Stats
#DS
#Algoritms
The namesake of the method of the day, a reservoir; namely the Craig Goch reservoir in Wales, UK. Image source: Shropshire Star :: Intro to the Reservoir It was a good few years ago when I first discovered Reservoir Sampling. It’s one of those techniques that struck a kind of personal resonance that gave a “woah that’s cool”. Looking back, I think it was the combination of it being one of the first online algorithms (more on this in a bit) I really “got” and also one that’s elegant in its simplicity as well as applicability.
2022-08-04
:: Berk
#Godot
#GameDev
#Racing
#GamePhysics
“Thrust reversers deployed on the CFM56 engine of an Airbus A321”. Image and caption from Wikipedia.
This is a continuation of Part 1 of the Spaceship Racer series. If you haven’t checked that out and want to read about project setup, thrust, turning, and drag forces, feel free to read that first. I’ll be going into a bit of a discussion of air and thrust-based braking to kick things off, then get to the implementation.
2022-08-03
:: Berk
#Godot
#GameDev
#Racing
The original WipEout cover art for Playstation. Image source: mobygames.com ::Intro I absolutely love Redout. Ever since playing the Wipeout series at friends’ houses when younger, I’ve really enjoyed the futuristic design and speedy handling of anti-gravity (AG) racers. When talking with a friend recently about bite-sized game ideas that could be prototyped quickly and result in something fun, I thought it’d be fun to try recreating the fluid but responsive handling of Redout (and similar contemporary love letters to the genre like BallisticNG) in the world of 2D where the vector math would be a bit easier to debug.