In my free time, I like to develop lots of (but not good) Mac OS X software. Here some of my more noteworthy (for me) projects.

Active development

TR Poser

TR Poser poses TR stuff in TR environments. Not really spectacular, is it?

TR Poser was made for only one job: Creating web comics, or, to be precise, creating my comics. The tool was done quickly, most important functions are lacking, and I get the impression that there are more bugs than working code. But somehow, it does exactly what I want it to (and not one damn thing more). While I won’t completely rule out that I release it to the public some day, it needs really heavy work to get it in any shape for this.



Fly helicopters!

Hubschrauber (which is german for ‘Helicopter’) is my first game where I use not Objective-C, but C++. This makes the game slightly faster and much more portable - there is even a Windows version. Only recently have I added network support.

There’s a trend with my games: You can get around an area, but you can’t really do anything interesting and there is no goal to the game. Hubschrauber is no exception to this.


Minesweeper for Mac. One of maybe twenty you can get right now.

I’ve started far more than fifty projects, but the only one that was ever released was nothing but yet another Minesweeper clone.

However, it still is my favourite Minesweeper clone, and it got 120 downloads at Macgamefiles. That is little, close to none, for that site, but it is really, really much for my work, so I’m quite happy about that.

On hold

I have 21 projects on my iMac right now (and much more on other media), but I only recognise maybe four of them on first sight. Here are some of the more interesting projects where I got too bored to continue.


Snow is, like, about snow. And stuff.

Snow started as a small, quick and dirty game. That plan somewhat failed, and now it’s the biggest steamin’ pile of source code I’ve ever managed. It can do lots, but little really good. Still, it’s good enough to impress my friends, and if it’s good enough for them, it’s good enough for me.

These days, I stopped work on Snow and focus more on Hubschrauber, which has much better code. Should I ever return to working on Snow, then huge parts of Snow will probably be converted to using code from Hubschrauber.


Take Excel, combine it with Notepad, and then put this all on a Mac.

Once upon a time, I decided that Excel was too big and heavy for my purpose, so I set out to write my own, little, spreadsheet application.

TSpread can do little, it lacks lots of what you might consider pure essentials, but it has the absolute foundations right. If I worked more on it, it might become the most useful of all things I’ve ever programmed. However, now that Apple has entered the spreadsheet market (as they should have, long ago), there is so no need for anything like this anymore.


One Room. Five Ghosts. That's it.

Ghosts is my first and so far only first-person-something. I created it for a contest on iDevGames (but never managed to get it in any shape that I dared to enter). It’s got one room, five ghosts that you can run into (they’ll start flying away and spin), and that’s about it. I used to have bigger plans, but no idea how to implement them.

Most of the code is based on a very old version of Snow, which makes it a living hell to try and get anything changed. Just like Snow, I’d probably port it over to use Hubschrauber code for many parts before I’d do any new work on it.

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Single Instruction, Multiple Data

A quite interesting technology for video games is SIMD, spelled out Single Instruction Multiple Data, meaning that one computer instruction processes more than one value. This may be best illustrated by an example. A normal piece of code that every game needs will look vaguely like this:

The Switches are Lined Up

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I may have been quiet for the past two days, but that does not mean I’ve not been working. After much prodding, I was able to generate the following video:

Railroad Simulator with Tracks

I had originally announced it for yesterday evening, but now I finally did it: After a lot of work, much of which was spent on the converter as such, I have a graphical representation of railroad tracks. What does this mean precisely?

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