Science

I am a PhD candidate at the Karlsruhe Institute of Technology and co-organizer of the karlsruhe.ai meetup. I have a strong interest in machine learning and work on how use it to make it easier and faster to develop and deploy automated visual inspection systems. Here is a selection of my work:

Code

In my spare time, work on tools to make game development easier. I contributed code to the LÖVE game framework, most notably early framebuffer and shader support (though that code has been reworked and improved significantly since), line rendering, and mathematical utilities like Bézier curves and polygon triangulation. My github page contains these somewhat popular libraries to be used with LÖVE:

  • hump, an set of basic components that find use–in this form or another–in almost any game.
  • SUIT, a procedural GUI library.
  • moonshine, a post-processing shader manager.
  • HC, a collision detection library based on the Gilbert–Johnson–Keerthi algorithm.

Art

Sometimes, I use computers to do not so serious things:

  • Die Leidmaschine (2017, in collaboration with Josef N. Patoprsty): a virtual being whose main function is to suffer, but only if you make it to. For more info, see leidmaschine.info.
  • Shown at Open Codes at the ZKM in Karlsruhe.
  • Not A Game (2011): Or is it? Shown at BEYOND 2011 and SPIELSALON Kassel. There was also a magazine-article (archive.org link) written around Not A Game. Slightly more information can be found here.
  • Not Alone (2010): A game about trust and betrayal. Two players play together or against each other. Shown at SOMMERLOCH 2010. Sadly, the internet did what they told us it would never do: it forgot about Not Alone.