About the website
Over the past couple of years, I’ve worked on both commercial and non-commercial projects related to game developement. This public archive of projects, articles, code snippets and papers is my personal portfolio. But, more importantly, it’s also meant to be a useful collection of resources and knowledge to others.
I’m currently working at Guerrilla Games as a Senior Principal Tech Engineer. Commercial games I worked on include Horizon: Forbidden West, Horizon: Zero Dawn, Greed Corp, Gatling Gears, Base Busters, Halo: Spartan Assault and Halo: Spartan Strike. I received a MSc in Media and Knowledge engineering from the Technical University of Delft in 2008.
Feel free to contact me for any questions, suggestions or remarks you might have by leaving a comment or by mailing me at email@example.com.
Giliam de Carpentier
December 10st, 2021
October 9, 2015
Does this program depend on others? The standalone only loads skybox in win7 64 bit. And i can’t compile the source without Ogre3d
June 22, 2019
I have just seen your Boid stimulating large flocks on the internet under the Creative Commons filter. I was wondering, if it is possible, to use the Boid to create a videoclip for a band.
The general theme of the song is about communication. I was researching the murmuration of flocks of birds and decentralised systems which is how I came across your work.
We were thinking of using your Boid graphics with other graphics.
If you are fine with us using it for this purpose you will be credited of course!
Your work is beautiful!
All the best,
February 28, 2020
Hi Giliam! I have a very wide gaming monitor (32:9 ) and I want so badly get that barrel distortion to work in every game and i think the only way is an post effect. But how? After I did some googling I still don’t know. Thanks!
March 2, 2020
Hi Surmur. I haven’t tried it myself, but try googling for Reshade Fisheye, and start from there. Good luck!
May 5, 2014
Hello again, Giliam. I’m not sure if you got my 2nd message about incorporating these algorithms into Unity for autogen of terrain or planet surface or star surface. These procedurals push the envelope a good bit and I’d love to integrate such things into the PC release of the game my team and I are beginning work on.