diff --git a/services/cerca.nix b/services/cerca.nix new file mode 100644 index 0000000..30b136d --- /dev/null +++ b/services/cerca.nix @@ -0,0 +1,8 @@ +{ + # Reqeusts SSL and adds the site to nginx + services.nginx.virtualHosts."forum.hermitcollective.net" = { + forceSSL = true; + enableACME = true; + root = "/var/www/forum.hermitcollective.net"; + }; +} diff --git a/sites/default.nix b/sites/default.nix index ba798b4..b4d229c 100644 --- a/sites/default.nix +++ b/sites/default.nix @@ -5,6 +5,6 @@ ./blog.hermitcollective.net ./hertog.hermitcollective.net ./objectionable.solutions - ./saragerretsen.nl + ./sara.objectionable.solutions ]; } diff --git a/sites/objectionable.solutions/88x31.bmp b/sites/objectionable.solutions/88x31.bmp new file mode 100644 index 0000000..5cf2512 Binary files /dev/null and b/sites/objectionable.solutions/88x31.bmp differ diff --git a/sites/objectionable.solutions/88x31.png b/sites/objectionable.solutions/88x31.png new file mode 100644 index 0000000..8ab34cb 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Sara's Objectionable Solutions

-
-

- I'm a femby dutch game development student trying out all kinds of different computer related things (like websites :P). This particular site is just a personal page to throw ideas and thingamabobs onto. -

-
-
-

Myself

- -
-
-

My Friends around the web

- -
- -
-

Cool stuff I use

- -
-
-

Resources I think are useful

-

- Mainly collected here for my own future reference. But perhaps others will find these useful as well. -

- -
-
-

Look At My Stupid Cat

- An orange-and-white cat lying on her back in the sun on a windowsill. -

She is adorable :3

-
+ +
+

About Me

+
+ A vector drawing of a blonde white woman wearing a purple tank top and a witch hat. On top of the hat a jackdaw is perched +

+ I am a Dutch Game Development student and programmer. This particular site is just a personal page to throw ideas and thingamabobs onto. When it comes to programming I love working on graphical applications. Preferably some kind of GUI or simulation or game. I prefer using libre and open source software where I can. +

+
+
    +
  • Nouns: Sara / Saar / She / They / Woman / Girl (no preference) +
  • Honorifics: Hx / Mg / Ms (no preference) +
  • Birthdate: 2004 +
  • Gender: Some kind of woman or other +
  • Languages: Dutch (native) and English (fluent) +
  • Romance: Them; Not open +
+
+ +
+

My Friends around the web

+
+

Hertog!

+

Who hosts a bunch of the cloud-replacement services I now depend on (as well as this website). He's a very good gamedev and friend of mine :3 +

+
+

Jo!

+

Who extremely cool, fun to listen to, and yap at. They help run tech.lgbt, where my first real fedi presence was. And the hermitcollective servers, where this website is. +

+
+

Mia Rose Winter!

+

Who develops and hosts the awesome Wave blog I contribute to. As well as being fun to chat with on fedi. +

+
+ +
+

Buttons

+
+

My Buttons

+ + 88 by 31 pixel button of A witchy scene of a shooting star over a lake. Cursive text reads 'objectionable solutions' above the star + + + 88x31 pixel button saying 'make a web directory/link the world' + + + 88x31 button that has stylised text saying 'Forge'. With the forgejo logo for the 'f', and a small illustration of a hammer hitting an empty html tag on an anvil + + colourful 88x31 button of an abstract wave approaching a beach. The text 'Wave' is written over the beach part +
+
+

Friends' Buttons :3

+ + + + + + + + + + + + + + + +
+
+

Other Buttons

+ + Reject Convenience + + + 88x31 button saying 'I-Eat.Rocks, click here' + +
+
+ + + + + +
+

Look At My Stupid Cat

+
+ An orange-and-white cat lying on her back in the sun on a windowsill. +

She is adorable :3 +

+
+ diff --git a/sites/objectionable.solutions/keys/ed25519.pub b/sites/objectionable.solutions/keys/ed25519.pub new file mode 100644 index 0000000..b7779c2 --- /dev/null +++ b/sites/objectionable.solutions/keys/ed25519.pub @@ -0,0 +1 @@ +ssh-ed25519 AAAAC3NzaC1lZDI1NTE5AAAAIM/JHeApa+D6rz1t5amujoyI/SDd2U+QR2BLkSGxUPr0 sara@soupspace-fedora diff --git a/sites/objectionable.solutions/style.css b/sites/objectionable.solutions/style.css index 9638f9b..305558e 100644 --- a/sites/objectionable.solutions/style.css +++ b/sites/objectionable.solutions/style.css @@ -1,32 +1,129 @@ +:root { + --color-background: #35244E; + --color-panels: #6C4A9D; + --color-br-border: #B5A4CE; + --color-tl-border: #75648E; + --color-links: #FFB273; + --color-text: white; + --border-width: 2px; +} + body { - background-color: black; - color: white; - font-family: system-ui; - margin-right: auto; - margin-left: auto; - max-width: 1042px; + background-color: var(--color-background); + background-image: url('background.png'); + background-size: 100%; + color: var(--color-text); + font-family: system-ui; + margin-right: auto; + margin-left: auto; + width: 1042px; + max-width: 95%; } a { - color: #844dff; + color: var(--color-links); +} + +a:hover { + color: color-mix(in hsl, var(--color-links), white 50%); + border: solid var(--color-tl-border) 1px; +} + +section, details, article { + border: solid black var(--border-width); + border-color: var(--color-tl-border) var(--color-br-border) + var(--color-br-border) var(--color-tl-border); + background-color: color-mix(in srgb, var(--color-panels), transparent 34%); + padding: 0.5em; + margin: 10px; + margin-top: 25px; +} + +details { + padding: 0 0 0; +} + +details * { + padding: 0.5em; +} + +details[open] * { + border-top: solid var(--color-tl-border) var(--border-width); +} + +details summary { + color: var(--color-links); + cursor: pointer; +} + +details[open] summary { + background-color: var(--color-background); + padding: 0.5em; + border-top: none; + border-bottom: solid var(--color-br-border) var(--border-width); +} + +code { + display: block; + size: 100%; + overflow-y: clip; + overflow-x: auto; +} + +footer { + margin-bottom: 200px; + padding-left: 20px; + padding-right: 20px; } h1::before { - content: "# " + content: "# "; } h2::before { - content: "## " + content: "## "; } h3::before { - content: "### " + content: "### "; } h4::before { - content: "#### " + content: "#### "; +} + +p.feed-url { + overflow-y: auto; + padding-bottom: 5px; } img { - max-width: 300px; + width: 300px; + max-width: 100%; + border: solid black var(--border-width); + border-color: var(--color-tl-border) var(--color-br-border) + var(--color-br-border) var(--color-tl-border); +} + +img.image-left { + float: left; + max-height: 100%; + height: 100%; + width: min-content; + margin-right: 20px; +} + +img.image-right { + float: right; + max-height: 100%; + height: 100%; + width: min-content; + margin-left: 20px; +} + +img.button { + border: 0; + width: 110px; + image-rendering: pixelated; + image-rendering: smooth; } diff --git a/sites/objectionable.solutions/the-big-list.html b/sites/objectionable.solutions/the-big-list.html new file mode 100644 index 0000000..92c866c --- /dev/null +++ b/sites/objectionable.solutions/the-big-list.html @@ -0,0 +1,305 @@ + + + + The Big List + + + + + + +
+ back to index +

The Big List of Recommendations

+

Sites, products, tools, blogs, you name it, I have opinions on it. Here's some of the stuff I personally like. +

+ +
+
+

Newsletters

+

I follow more RSS feeds than I care to count, but here's some of the active ones that I like or that have helped me in various ways. +

+

No Escape

+

A gaming and music reviewer and essayist who takes an appealing socio-political perspective on games. The games played are not in the slightest limited by what is currently coming out or considered "big", allowing for a fresh variety of interesting writing. +

https://noescapevg.com/feed/ +

+
+

Gamers' Nexus

+

Mainly a video publication on google's YouTube. But they also make all of their videos into free to access, no-advert blog posts on their website. Including their major investigative journalism pieces. As the name suggests, they focus on game-related hardware, but if you're in any kind of computer technology space, they're a great source to keep in your feed. +

http://gamersnexus.net/rss.xml +

+
+

Pluralistic

+

At this point, Cory Doctorow is a well known figure in tech politics and adjacent spaces. But for those unaware, Cory Doctorow is a fiction and non-fiction writer, analyst, and commentator with a particular skill for translating complicated situations and structures down to catchy phrases and words. If you've ever hear "Enshitification" or more recently, "Reverse centaur" (or even "Chickenised reverse centaur") the pluralistic blog is where that terminology was coined and developed. The writing is accessible, and at times very funny, so to keep up with the times, this blog is a good add to any tech-focused feed. +

https://pluralistic.net/feed/ +

+
+

Dread Ships

+

I know basically nothing about boats and ships beyond the very basic sailing camp I spent a week at as a kid. However Dread Ships manages to make nautical history both understandable and extremely funny. If you like stories of disaster like those shown on "Well There's Your Problem", it's absolutely worth reading through the backlog and adding to your feed. +

https://dreadships.com/feed/ +

+
+

Not GDC

+

Any game developer that doesn't have the money to go to GDC (or even those that do) should consider adding NotGDC to your feed. It's talks on game development freely shared. No high entry fees, and no limited access to the useful information. +

https://notgdc.io/feed.xml +

+
+

Veronica Explains

+

Fun and informative. For anyone who would like to better understand linux and the various tools that surround it. In particular she's great at demistifying all of the "low-level" linuxy stuff you may encounter but not understand. +

https://vkc.sh/feed/ and https://tinkerbetter.tube/feeds/videos.xml?videoChannelId=2 +

+
+

CJ the X

+

A blog of essays with interesting insights on media and art in the age of the internet. +

https://cjthex.com/feed/ +

+
+

Clockwork

+

A scientific newsletter with the coolest developments in the life sciences. A good feed to break up the "news" category with. Or an amazing feed for those who have a strong interest in evolutionary science, medicine development, and how natural process work. +

https://rss.beehiiv.com/feeds/MLiKGv3Pzl.xml +

+
+

404 Media

+

I think best described as an independent newspaper for the internet age. Reporting on technology, the internet, and the way they interact with the real political landscape (particularly in the US). A lot of their stuff is behind a paywall (I'm not a subscriber personally), but the free reporting is well worth keeping in your feed if my description sounds useful to you. +

https://www.404media.co/rss/ +

+
+

Ludicity

+

Very funny, and insightful. In particular about the state of internet companies from the perspective of a data scientist. +

https://ludic.mataroa.blog/rss/ +

+
+

Bellingcat

+

OSINT reporting and investigative journalism, targeting powerful organisations like governments and corporations in particular. If you follow any other world news sources, you'll have seen their name pop by at least once. But they off course also have their own website. +

https://www.bellingcat.com/feed +

+
+

Godot Blog

+

If you use godot regularly, I definitely recommend keeping track of the newsletter. Mainly because it means you discover all kinds of cool new features godot has (for example, that you can press shift-g to snap an object to the surface under your cursor) +

https://godotengine.org/rss.xml and https://godotengine.org/atom.xml +

+
+ +
+

Resources

+

There are so many resources online, and sometimes they can be difficult to find. Here's the ones I have had good use of in the past. Recorded here in part because I know for a fact I'll forget them myself. +

+

Game Programming Patterns

+

(gameprogrammingpatterns.com) +

For any game developer, The place to go once you've learned the basics of your programming language of choice. I recommend you read the index and motivation section of each chapter, then go back when you think that "maybe this might fit a pattern". Basically a must read, which is why it's good it's free to read online. +

+
+

Action Adventure Level Design

+

(gamedeveloper.com) +

A really good breakdown of how to organize designing action/adventure levels. +

+
+

A Practical Guide to Level Design

+

(ISBN 9781003275664) +

An amazing book on the processes that go into making levels in teams. The particular notes on how to design from large to medium to specific detail have massively helped me refine my ability to iterate on concepts quickly. +

+
+ +
+

Music I Really Like

+

Some of the music I like A Lot. Categorised by artist and album, because that's how I generally listen to music. The albums shown are the specific albums I own, sorted by how much I enjoy the albums (not the artists, that order is basically random). +

+

Bad Cop/Bad Cop

+

Probably a decent summary of what I like listening to. Hard, fast, radical punk rock. +

Favourite track: Safe and Legal +

+ Bad Cop/Bad Cop - Safe and Legal + Bad Cop/Bad Cop - Warriors +

+
+
+

Buggin

+

+

Favourite track: Buggin Out +

+ Buggin - Buggin Out + Buggin - Concrete Cowboys +

+
+
+

Sarah and the Safe Word

+

Original and interesting stories told through rock with a healthy infusion of violin. +

Favourite track: Lit Cigarette +

+ Sarah and the Safe Word - Red Hot & Holy + Sarah and the Safe Word - The Book of Broken Glass + Sarah and the Safe Word - Good Gracious! Bad People. +

+
+
+

Destroy Boys

+

Minimal, raw, fast; guitar, drums and vocals. +

Favourite track: Beg for the torture +

+ Destroy Boys - Sorry Mom + Destroy Boys - Funeral Soundtrack #4 +

+
+
+

Freak La Femme

+

Punk rock that's rough around the edges in all the right ways. +

Favourite track: Freaks Unite +

+ Freak La Femme - Freaks Unite + Freak La Femme - Shut Up (and take my honey) + Freak La Femme - Violent Tongue +

+
+
+

Dead Sara

+

Distorted hardcore switched out for slower melodies. +

Favourite track: Unamerican +

+ Dead Sara - Temporary Things Taking Up Space + Dead Sara - Aint It Tragic +

+
+
+

The Interrupters

+

An extremely unique and recognisable style of punk. +

Favourite track: Jailbird +

The Interrupters - In The Wild +

+
+

Pinkshift

+

Harsh and angry hardcore. +

Favourite track: BURN THE WITCH +

Pinkshift - Love Me Forever +

+
+ +
+

Tools

+

+ The tools I use (or have used and recommend) in my day-to-day life. A lot of these will be Libre and/or Open Source solutions for stuff I'd usually have to pay a major internet corporation for (in one way or another). +

+
+

Tiny Tiny RSS

+

+ Since I have all those feeds, I also need somewhere to organise them. Particularly, some way I can keep my feeds synced between the different devices I use to access the internet, and would like to read articles on. Thanks to a friend who runs TTRSS for his community, I've got a fast and stable server to store and fetch my feeds from. +

+
+
+

SwayWM

+

+ After using i3 for a year and wanting to switch to Wayland. Also how I found Drew DeVault's blog. Sway works, and offers the level of simple customisability I personally desire. Though I freely admit it's not for everyone. +

+
+
+

Linux desktop

+

+ Right now Fedora. Having grown up with macbooks and ipads, and forced to use windows for school, my opinions on OS choice tend towards "whatever you can keep working". I recommend Mint or atomic fedora to anyone looking to start from the corporate OSes. +

+
+
+

Wave

+

Blogging is simultaniously really easy and weirdly hard. It's easy to make a website like this one and throw raw html files at an nginx reverse proxy. The difficult part is allowing multiple users to write on the same website (without giving them all total access to edit eachother's files). It's difficult to add index pages for tags, and writers, and it's hard to then make that all work with an automatically updated RSS feed. Which is why I don't, and instead use Mia Rose Winter's Wave. +

+
+

Nextcloud

+

I'm not a sysadmin, I'm lucky to have a friend in my life who's willing to go through the trouble of hosting this kinda stuff for his community. But if there's any chance you can get an account on a Nextcloud server, whether through your college, or through a friend, or hosting it yourself, I highly recommend it. It's fast and easy to connect to other services. I've got a specific folder on my laptop that syncs in the background, which means that it's as easy as choosing the right place to put my file and it's backed up and accessible from all my other devices. +

+
+

Feedle

+

There are a Lot of RSS feeds, but sometimes it can be a bit hard to find one for specific subjects you'd like to keep on top of. So feedle.world provides a search engine for RSS feeds. It doesn't have summaries, or tries to push any advertising. It simply directs you to the articles. +

+
+
+

Webcomics

+

I read a lot of webcomics. I don't particularly care to support the rough duopoly of the space, so I'll just share the ones you can follow on their own website through an RSS feed. +

+

Aurora

+

Pretty art, inspired worldbuilding, fun characters. A high-fantasy story at the scale of an entire mythology and the charm of a tabletop campaign, in comic form. +

+
+

Clown Corps

+

What if clowns were cops, when they're actually supposed to be firefighters. A story about a woman at her lowest point given a second chance, and a well-intentioned public service being turned into a tool for control (and hopefully how that control is challenged and broken, the full story isn't done yet). +

+
+
+

Web Directories

+

Other weblink directories and recommendations pages. +

+

url.town

+

A general everything-directory of webpages for various kinds of things. Organised and categorised so it's fun to browse idly and quick to search through. + URL Town pop. 642 +

+
+
+

Buttons

+
+

Here's my personal webpage's button. Feel free to add it to your own personal page if you want to. Just don't imply I condone whatever it's next to. +

88 by 31 pixel button of A witchy scene of a shooting star over a lake. Cursive text reads 'objectionable solutions' above the star +

+ Markup + +<a href="https://objectionable.solutions"> + <img src="88x31.png" title="Objectionable Solutions" alt="88 by 31 pixel button of A witchy scene of a shooting star over a lake. Cursive text reads 'objectionable solutions' above the star"/> +</a> + +
+
+
+

I also made the "Link the world" button on top of the index page, if you feel like using that one. It's just an image link on it's own, but you can always link it to your own web directory. +

88x31 pixel button saying 'make a web directory/link the world' +

+ Markup + +<img src="https://objectionable.solutions/88x31_webdirectories.bmp" class="button" alt="88x31 pixel button saying 'make a web directory/link the world'" title="Link the World/Make a Web Directory"> + +
+
+
+

And a Forgejo button that, on my homepage, I link to my instance git.objectionable.solutions. It's free to use if you want to, so you can link it to your own instance if you feel like it. +

+ + 88x31 button that has stylised text saying 'forge' and a small illustration of a hammer hitting an empty html tag on an anvil + +

+

+ This button adapts the forgejo logo, created by Caesar Schinas and is licensed under the + Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license. +

+
+ Markup + +<a href="https://forgejo.org/"> + <img src="https://objectionable.solutions/88x31_forge.bmp" class="button" alt="88x31 button that has stylised text saying 'forge' and a small illustration of a hammer hitting an empty html tag on an anvil"/> +</a> + +
+
+
+

And a winter-software Wave button for the blog hosted by Mia Rose Winter. +

+ + colourful 88x31 button of an abstract wave approaching a beach. The text 'Wave' is written over the beach part + +

+
+
+

+ My buttons are all licensed as + CC-BY-SA (Creative Commons Attribution Share-Alike) 4.0. + Source files for the buttons and this website can be found at + + git.objectionable.solutions/Sara/objectionable.solutions + . + Button files were made with, and can be opened with, LibreSprite. +

+

+

+
+
+ + + diff --git a/sites/sara.objectionable.solutions/assets/agoraphobia-cover.png b/sites/sara.objectionable.solutions/assets/agoraphobia-cover.png new file mode 100644 index 0000000..97eafcc Binary files /dev/null and b/sites/sara.objectionable.solutions/assets/agoraphobia-cover.png differ diff --git a/sites/sara.objectionable.solutions/assets/blobcat_gitea.png b/sites/sara.objectionable.solutions/assets/blobcat_gitea.png new file mode 100644 index 0000000..7de8827 Binary files /dev/null and b/sites/sara.objectionable.solutions/assets/blobcat_gitea.png differ diff --git a/sites/sara.objectionable.solutions/assets/boids-cover.jpg b/sites/sara.objectionable.solutions/assets/boids-cover.jpg new file mode 100644 index 0000000..e94fa47 Binary files /dev/null and b/sites/sara.objectionable.solutions/assets/boids-cover.jpg differ diff --git a/sites/sara.objectionable.solutions/assets/boids-ecs-cover.jpg b/sites/sara.objectionable.solutions/assets/boids-ecs-cover.jpg new file mode 100644 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--git a/sites/sara.objectionable.solutions/assets/you-done-it-flatscreen.png b/sites/sara.objectionable.solutions/assets/you-done-it-flatscreen.png new file mode 100644 index 0000000..c5135a9 Binary files /dev/null and b/sites/sara.objectionable.solutions/assets/you-done-it-flatscreen.png differ diff --git a/sites/sara.objectionable.solutions/assets/you-done-it-front.png b/sites/sara.objectionable.solutions/assets/you-done-it-front.png new file mode 100644 index 0000000..73e3e90 Binary files /dev/null and b/sites/sara.objectionable.solutions/assets/you-done-it-front.png differ diff --git a/sites/sara.objectionable.solutions/assets/you-done-it-networking-UML.svg b/sites/sara.objectionable.solutions/assets/you-done-it-networking-UML.svg new file mode 100644 index 0000000..a70dab0 --- /dev/null +++ b/sites/sara.objectionable.solutions/assets/you-done-it-networking-UML.svg @@ -0,0 +1,2 @@ + +ydi::clientvoid connect(String const &url)void disconnect()NetworkData::ConnectionStatus status()FixedVector<NetworkData::ClueID, 3> &receive::conclusion()void send::reveal_clue(NetworkData::ClueID id)ydi::serverbool open();void close();bool has_client();bool is_running();bool receive::new_clues(Vector<NetworkData::ClueID> &out)void send::conclusion(NetworkData::ClueID method, NetworkData::ClueID motive, NetworkData::ClueID murderer)A namespaced C-style API abstraction layer over zmq.hppA namespaced C-style API abstraction layer over zmq.hppClientNodeFixedVector<NetworkData::ClueID, 3> conclusionNetworkData::ConnectionStatus state{ NetworkData::CONNECTION_DISCONNECTED }static ClientNode *get_singleton()void connect_to_server(String const &url)ServerNodestatic ServerNode *get_singleton();void send_conclusion(NetworkData::ClueID method, NetworkData::ClueID motive, NetworkData::ClueID murderer);bool open();void close();bool is_open() const;Uses to receive data from clientUses to send data to client \ No newline at end of file diff --git a/sites/sara.objectionable.solutions/assets/you-done-it-server-setup.png b/sites/sara.objectionable.solutions/assets/you-done-it-server-setup.png new file mode 100644 index 0000000..7ff8a6d Binary files /dev/null and b/sites/sara.objectionable.solutions/assets/you-done-it-server-setup.png differ diff --git a/sites/sara.objectionable.solutions/assets/you-done-it-vr-victory.png b/sites/sara.objectionable.solutions/assets/you-done-it-vr-victory.png new file mode 100644 index 0000000..dc0cda1 Binary files /dev/null and b/sites/sara.objectionable.solutions/assets/you-done-it-vr-victory.png differ diff --git a/sites/sara.objectionable.solutions/default.nix b/sites/sara.objectionable.solutions/default.nix new file mode 100644 index 0000000..4ba93b7 --- /dev/null +++ b/sites/sara.objectionable.solutions/default.nix @@ -0,0 +1,12 @@ +{ + services.nginx.virtualHosts."saragerretsen.nl" = { + forceSSL = true; + enableACME = true; + root = "/etc/nixos/sites/sara.objectionable.solutions"; + }; + services.nginx.virtualHosts."sara.objectionable.solutions" = { + forceSSL = true; + enableACME = true; + root = "/etc/nixos/sites/sara.objectionable.solutions"; + }; +} diff --git a/sites/sara.objectionable.solutions/favicon.ico b/sites/sara.objectionable.solutions/favicon.ico new file mode 100644 index 0000000..fd3561b Binary files /dev/null and b/sites/sara.objectionable.solutions/favicon.ico differ diff --git a/sites/sara.objectionable.solutions/files/Resume.pdf b/sites/sara.objectionable.solutions/files/Resume.pdf new file mode 100644 index 0000000..66a32ae Binary files /dev/null and b/sites/sara.objectionable.solutions/files/Resume.pdf differ diff --git a/sites/sara.objectionable.solutions/index.html b/sites/sara.objectionable.solutions/index.html new file mode 100644 index 0000000..950c7b6 --- /dev/null +++ b/sites/sara.objectionable.solutions/index.html @@ -0,0 +1,258 @@ + + + + + Sara's Game Development Portfolio + + + + + + + + + + + + + + + + + +
+

Hi! my name is Sara!
I'm a game developer who loves solving complex problems, simply.

+

About Me

+
+
+

+ My tool of choice is Godot engine modules, but I'm adept with a variety of libraries, engines, and frameworks. + Most of my experience is C++, both using STL and with engines like Unreal and Godot. + I get the most enjoyment out of writing player-facing gameplay systems and designer-facing tools and interfaces. + Which is to say, I like writing code that people get to interact with directly. +

+

you can email me at sara on this domain (objectionable dot solutions or saragerretsen dot nl)

+
+
+
+
+
+

Projects

+

Internship @ Galaxy Grove

+
+ +
+

Student @ HKU

+
+ +
+

Student @ GLU

+
+ +
+

Chief Experimentor @ Home

+
+ +
+
+
+

Experience

+
+
+

HKU (Utrecht University of the Arts)

+

Game Development Student

+

September 2023 - August 2027

+
+
+

Galaxy Grove

+

C++ Intern

+

January 2023 - July 2023

+
+
+

Grafisch Lyceum Utrecht

+

Game Programming Student

+

September 2021 - 2023

+
+
+

Appalot

+

Junior API and automation developer

+

September 2021 - 2023

+
+
+

Appalot(internship)

+

API and automation intern

+

June 2021 - August 2021

+
+
+

Hobby Programmer

+

Chief Experimentor

+

2016 - forever

+
+
+

Formal Languages

+
+
+

C++ | Advanced

+

+ Frameworks: + Godot (GDExtension & Engine Modules), + Dear ImGui, Unreal Engine, 0MQ +

+
+
+

C | Advanced

+

+ Frameworks: + SDL2, Clay +

+
+
+

C# | Advanced

+

+ Frameworks: + .NET, Google Cloud Functions, Unity +

+
+
+

Javascript | Intermediate

+

+ Frameworks: + Node, Express, Google Cloud Functions, Airtable Scripting +

+
+ +
+

/bin/bash | User

+

+ Frameworks: + rm -rf --no-preserve-root "/*" +

+
+
+ +
+

Microsoft Visual Basic For Applications(TM) | Intermediate

+

+ Frameworks: + Excel macros +

+
+
+
+

Natural Languages

+
+
+

Dutch

+

Native Speaker

+
+
+

English

+

Fluent

+
+
+
+ + + + diff --git a/sites/sara.objectionable.solutions/projects/agoraphobia.html b/sites/sara.objectionable.solutions/projects/agoraphobia.html new file mode 100644 index 0000000..078e462 --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/agoraphobia.html @@ -0,0 +1,39 @@ + + + + + + + + + + +

Agoraphobia

+
+

Info

+
+

Project Type: Godot C++ Solo Game

+

Project Timeframe: Dec 2024 - Jan 2025

+
+ + + +

Sara/trenches.git

+
+

Product Overview

+

+ The concept was a horror-adjecent stressful shooter experience similar to the early resident evil games. Taking some inspiration from early Castlevania games. +

+

Project Overview

+

+ My goal with this project was to measure my skills at solo game development. Doing all the work from graphics to sound and of course gameplay design and programming. The reason was so I can measure my abilities from start to finish, making a complete product (in this case a demo vertical slice) from scratch on my own. +

+

Postmortem

+

+ The concept kind of sucked. As a proof of concept this project ended up soundly disproving my idea. The goal was to play with the limited tank controls of the early Resident Evil games. Trying to make a game that uses those mechanics in a more combat-focused game. The mechanics did not really have the desired effect. The intentional clunk in the controls only frustrated and the slower combat only bored. I'm proud of the result for being a complete product made from scratch solo. But that product is not well designed. +

+
+ + diff --git a/sites/sara.objectionable.solutions/projects/boids.html b/sites/sara.objectionable.solutions/projects/boids.html new file mode 100644 index 0000000..f54f1fb --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/boids.html @@ -0,0 +1,200 @@ + + + + Boids - Sara Gerretsen + + + + + + + + + +

Boids (ecs)

+
+ +

Info

+
+

Project type: C Simulation

+

Timeframe: 2022

+
+ +

Video

+ +

Product Overview

+

+ My second implementation of a boids simulation. This time written in C using a combination of SDL2 for rendering and a self-made ecs library for object management. + The program includes a ui window which allows users to modify the settings of the boids at runtime. +

+

Project Overview

+

+ This was made as a stress test of a pure C entity-component-system library I was building for myself. + During the development of the boid simulation i managed to improve the ECS it was build around by multithreading it. As well as improving lookup times through binary search. + Both of which are rather rudimentary improvements i wanted to make, but the stress test not only made it more obvious they were needed, but also made it much more measurable when they worked. +

+ +

Modules

+
+

+ The program is split into a set of distinct submodules. The ecs, adb, ui, engine and sim modules. + Of these modules the adb and ecs modules are entirely standalone, the ui module depends only on SDL2, the engine is dependent on all others except sim, and sim is dependent on engine. +

+ + +

Code

+

+ NOTE: Most of these modules were developed separately and as standalone libraries. As such, they have vastly differing naming conventions. + Still, each module is internally consistent about its own naming scheme. I just tend to switch style every project. + For clarity, the ecs and ui modules use camelCase while the adb, engine and sim modules all use snake_case. +

+ +

Engine

+

+ The engine module provides the program's entry point and update/render/event loops. It communicates with the sim by declaring three functions as extern without defining them. The sim then defines them allowing the engine to call functions from the sim. + The functions in question are: +

+

+
+ +
+ +

Sim

+

+ The sim module is the only module that actually interacts with anything boid-specific. Whereas the other modules are more so supporting of the simulation. + The sim can be divided further into the part that interacts with the engine module, and the part that actually models and simulates the boids. + The part that interacts with the engine is responsible for registering components and systems with the ecs, loading assets, and spawning the boids. +

+
+ +
+

+ The second part of the sim module are the functions that make the boids behave the way they do. The ones that run as systems from the ecs all follow the signature of an ecs system function. They take in a list of entities, a list of the corresponding component masks, the number of items in both lists, and the delta time of the current frame. They then loop over the entities and perform specific actions for each one. In order to avoid looping over every boid in the simulation every frame, for every boid. The boids cache boids that are within the range of the behaviour with the furthest range. +

+
+ +
+

+ When the boids that are close enough to interact have all been cached, the actually modifying systems start running. As a demonstration is the separation system, which keeps the boids apart from eachother to avoid all of them forming a singularity. For each boid, the system loops through all nearby boids, keeping a running average of the positions of each boid nearby enough to be within range. After all nearby boids have been accounted for, the boid's velocity is adjusted to move away from the calculated average. +

+
+ +
+

+ Cohesion and alignment are similar enough that i wont place them here. Cohesion is the opposite of separation, and alignment is practically the same but with velocity instead of position. + The mouse does the same as cohesion but with the mouse, and thus without the need for an average. The wall behaviour pushes the boids back onto the screen when they exit it. +

+ +

ECS

+

+ The entity-component-system (ecs) module manages the runtime object model where Entities are numbers, Components are blocks of memory attached to an entity and Systems are function pointers with a component requirement. This is the library that the boids where made to test. + The below code consists of snippets showing initialization and uses of components systems and entities. +

+
+ +
+ +

Asset database

+

+ The asset database (adb) module is the module responsible for managing asset data. So it has functions for loading data from files, getting loaded file data, and releasing data after it is no longer needed. To keep this module generic, it has runtime defined rules for managing files through file handler functions. +

+
+ +
+

UI

+

+ The ui module is based on the immediate mode graphical user interface (imgui) paradigm. This is a paradigm where there is no intermediate storage between the gui and the data. The gui directly modifies the data and vice versa. + In my implementation this is done by sending the gui functions pointers to the data they represent as parameters. +

+
+ +
+
+ +

Boids (steering behaviours)

+
+ +

Info

+
+

Project type: C++ Simulation

+

Timeframe: 2022

+
+ +

Video

+ + +

Product Overview

+

+ My first version of a boids simulation. Written in C++ with sfml. +

+ +

Project Overview

+

+ I worked on this for about week inspired by the lessons on steering behaviours at school. +

+ +

Code

+
+ +

Boid

+
+

+ The boids themselves are primarily a position, a velocity, a mass, and a collection of behaviour function pointers. These boids are then stored in a vector and each of the behaviours is run for each of the boids, resulting in the demonstrated movements. +

+
+ +
+
+ +

Behaviours

+
+

+ As previously mentioned, the boids all store a collection of behaviours, represented by function pointers. These function pointers take as input a context object representing the program state at the start of the frame, and output a desired change in velocity. The original boids paper describes cohesion, separation, and alignment, so these are the main behaviours implemented. +

+
+ +
+
+ +
+
+ +
+
+
+
+ diff --git a/sites/sara.objectionable.solutions/projects/gml-tile-movement.html b/sites/sara.objectionable.solutions/projects/gml-tile-movement.html new file mode 100644 index 0000000..e3d2fed --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/gml-tile-movement.html @@ -0,0 +1,67 @@ + + + + GML Tile Movement - Sara Gerretsen + + + + + + + + + +

Tile Movement

+
+ +

Info

+
+

Project Type: Gamemaker 2 Game

+

Timeframe: 2019

+
+ +

Video

+ + +

Product Overview

+

+ One of my older projects. This is a prototype of a tile based movement system focused on getting smooth responsive movement with directional input. + Move around, defeat the enemies and move on to the next room. Made around 2019 or so. +

+ +

Project Overview

+

+ Made on my own over a few days, main focus was on getting a smooth feeling tile based movement system in gamemaker, which was my engine of choice at the time. + After the movement was implemented I made some sprites, levels and a simple 'pathfinding' system that picks the unoccupied tile that is closest to the target. +

+ +

Code

+
+

Try Move

+
+

+ The main challenge was allowing characters to move around without phasing into walls or eachother. The try-move + function is a generic solution to this problem. + It tests if the proposed movement would overlap with a non-walkable tile on the floor map. As well as testing if + any other character is trying to move to that position. +

+
+ +
+ +

AI Movement

+

+ The AI in the game is a simple example of how the try move function could be used in context. +

+
+ +
+
+
+ + \ No newline at end of file diff --git a/sites/sara.objectionable.solutions/projects/going.html b/sites/sara.objectionable.solutions/projects/going.html new file mode 100644 index 0000000..9203481 --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/going.html @@ -0,0 +1,35 @@ + + + + + + + + + + +

Going

+
+

Info

+
+

Project Type: Solo Godot Game (C++ Modules)

+

Project Timeframe: Apr 2025 - Jun 2025

+
+ + + +

Sara/keep-going

+
+

Product Overview

+

+ A running-platforming game about running and exploring forest. The goal was to translate the way I move while running through a forest into gameplay. With very "manual" actions and a focus on what the game calls a "split-step". +

+

Project Overview

+

+ Originally intended to follow up on Agoraphobia, I ended up redesigning it from scratch after discovering that the parts of Agoraphobia that made it interesting were also fundamentally making it unsalvageable. With this also came a redesigning of the toolchain, from godot-cpp with GDExtension, to a godot engine module based approach. This made developing much easier, and meant that a released build only comes with two files (or even just one depending on export settings). +

+
+ + diff --git a/sites/sara.objectionable.solutions/projects/hlo-projectvtd.html b/sites/sara.objectionable.solutions/projects/hlo-projectvtd.html new file mode 100644 index 0000000..f008636 --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/hlo-projectvtd.html @@ -0,0 +1,82 @@ + + + + + Project VTD - Sara Gerretsen + + + + + + + +

Tower VR

+
+ +

Info

+
+

Project Type: Unreal Engine VR Game

+

Project Timeframe: 2022

+
+ +

Video

+ + + +

Product Overview

+

+ A VR tower defence game where the player can fight enemies with their sword, or build towers by drawing patterns on a magic circle. +

+

Project Overview

+

+ The game was made at a 'Hybride Leeromgeving' (Eng: Hybrid Learning Environment) or HLO. Which gives students the opportunity to work in an environment closer to that of a professional game company. The game was made with a team of five programmers and one artist. +

+

Code

+
+

Tower Selection

+
+

+ One of the mechanics I was responsible for was the tower selection circles. The code calls them spell circles as they were initially supposed to cast spells. + Spell circles spawn a pattern of orbs with colliders, these orbs have their own logic to send a message to a 'spell map' contained within the spell circle. +

+ spell circle - interface declaration +
+ +
+ spell circle - implementation +
+ +
+

+ These 'orbs' all know their own index within the spell circle's list of orbs. When an orb is hit, it sends its own index to the spell map component of the spell circle. This number is then converted to a string and appended to the spell map's pattern string. Because of the way the system works, only 1 digit indexes are used, though the code does not enforce this. + Whenever a new character is added, the spell map compares the formed string to a list of 'correct' patterns. + If the string produced after the last addition does not match a substring of the same length in a 'correct' pattern, the pattern is considered failed and the corresponding event is triggered. + When the string produced is equal to a 'correct' pattern, the event signalling a correct pattern is triggered. + Because a large part of the team prefered working with blueprints, a lot of the C++ architecture was designed with an eye on its blueprint interface. This lead to some odd decisions regarding the "success" event, as blueprints were unable to interact with the map of delegates to patterns that was used in the initial version of the spell map (hence the name). +

+ spell map - interface declaration +
+ +
+ spell circle - implementation +
+ +
+ spell orb - interface declaration +
+ +
+ spell orb - implementation +
+ +
+
+
+
+ + \ No newline at end of file diff --git a/sites/sara.objectionable.solutions/projects/ruins-of-edis.html b/sites/sara.objectionable.solutions/projects/ruins-of-edis.html new file mode 100644 index 0000000..cff5ca9 --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/ruins-of-edis.html @@ -0,0 +1,67 @@ + + + + Ruins of Edis - Sara Gerretsen + + + + + + + + +

Ruins of Edis

+
+ +

Info

+
+

Project type: Unity Game

+

Timeframe: 2022

+
+ +

Video

+ + +

Product Overview

+

+ A relaxing desert driving game about following a blue light around the ruins of a long lost civilization. Stay within the light or be lost to the desert. +

+ +

Project Overview

+

+ For this project, I was a responsible for the car's controls and physics. I also helped with programming the terrain generation script. +

+ +

Code

+
+ +

Controls

+
+

+ The drifting system uses a "force angle" which describes the angle relative to the forward direction in which the car should apply force. + This allows the direction while drifting to be changed to be somewhere to the side of the car for it to slide properly. +

+
+ +
+
+ +

Terrain Generator

+
+

+ To make the terrain generation extensively configurable, we used a whole collection of stacked animation curves and multipliers. + These were then applied to the result of a perlin noise function to create a heightmap, which can then be applied to one or more terrain objects. +

+
+ +
+
+
+
+ + diff --git a/sites/sara.objectionable.solutions/projects/spirit-of-science.html b/sites/sara.objectionable.solutions/projects/spirit-of-science.html new file mode 100644 index 0000000..a4d2b3a --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/spirit-of-science.html @@ -0,0 +1,73 @@ + + + + Spirit Signal - Sara Gerretsen + + + + + + + + +

Spirit Signal

+
+

Info

+
+

Project Type: Unity Game for IEGJ

+

Timeframe: 2022

+
+ +

Video

+ + + +

Product Overview

+

+ A top down exploration game setting you to exploring an abandoned factory looking for tools and key-cards while avoiding the unexplained dangers around the place +

+ +

Project Overview

+

+ This was made for the International Educational Game Jam with a team of three artists and two programmers. My role was mainly that of gameplay programmer. I wrote the interaction and movement systems, as well as a few interactions using those systems. +

+ +

Code

+
+

Interaction

+
+

+ When the player clicks, clickable objects near the cursor should be notified that they've been activated. For this, I created an Interactible interface. This interface can then be inherited to clearly mark a component as clickable. +

+
+ +
+
+ +

Clicking

+
+

+ The player interaction script triggers any IInteractible components within a radius around wherever the player has clicked. + It only does this after ensuring that the clicked object can be reached. +

+
+ +
+
+
+
+ + + diff --git a/sites/sara.objectionable.solutions/projects/station-to-station.html b/sites/sara.objectionable.solutions/projects/station-to-station.html new file mode 100644 index 0000000..b680e28 --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/station-to-station.html @@ -0,0 +1,38 @@ + + + + + + + + + + + +

Station to Station

+
+

Info

+
+

Project Type: Unreal Engine Management Game

+

Project Timeframe: Internship during 2022 Jan-Jul

+
+

+ A fun, relaxing but still challenging, resource management puzzle game by Galaxy Grove. That I had the chance to work on for an internship of six months. + Being my first "job" working on a real production game, I learned a lot about developing a polished, final, product. + My main contributions were to the dynamic growth of the in-game cities in response to the player's success. I also wrote some internal tooling for generating ambient occlusion maps in bulk using Blender and python. + As well as the decorative birds' behaviour. +

+

Steam

+ + +

Announcement Trailer

+ +
+ + \ No newline at end of file diff --git a/sites/sara.objectionable.solutions/projects/stig-kart.html b/sites/sara.objectionable.solutions/projects/stig-kart.html new file mode 100644 index 0000000..cbd851d --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/stig-kart.html @@ -0,0 +1,88 @@ + + + + Stig Kart 64 - Sara Gerretsen + + + + + + + + +

Stig Kart 64

+
+ +

Info

+
+

Project type: Unity Game

+

Timeframe: 2022

+
+ +

Video

+ + + +

Product Overview

+

+ A fast paced kart racer about timing your drifts and boosts just right. Play against your friends in splitscreen or the AI in singleplayer and try to get the quickest time. +

+ +

Project Overview

+

+ The game was made by a team of six people over two weeks. I spent most of that working on the input and kart physics. After the time trial mode was done, I also worked on the AI. +

+ +

Code

+
+ +

Steering

+
+

+ For steering we had some very specific requirements. While drifting, the player needed to be able to control their direction, without being able to flip the direction of the drift or 'drift' straight forward. + When drifting, the UpdateSteering function will transform the current steering input so that, if the drift was started while steering left, the possible range of steering values is within the range of -1 to -min, where min is a positive number lower than one which signifies the minimum amount of steering. When the drift is started while steering right, the range would be opposite, ranging from min to one. +

+
+ +
+
+ +

Basic AI

+
+

+ After we had completed the basic time trial mode, we still had about a week to add more features. So while another programmer went ahead to implement splitscreen, I wanted to try and get AI working. The player input component was already separate from the kart physics part. So the basic steering AI works by steering until it is aiming at the next invisible checkpoint on the course. +

+
+ +
+
+ +

Expanded AI

+
+

+ Allowing the AI to drift required it turning into the next turn rather than just aiming at the next checkpoint. + To do this, i first get the next three checkpoints to calculate the total angle of the next turn. This angle is then used to decide whether to drift or not. + After figuring out whether to drift or not, the AI will modify its physics in the same way as when the players presses the drift button. + With the drift started, the AI needs to aim at the checkpoint after the next to drift. +

+
+ +
+
+
+
+ + diff --git a/sites/sara.objectionable.solutions/projects/you-done-it.html b/sites/sara.objectionable.solutions/projects/you-done-it.html new file mode 100644 index 0000000..7ccac6a --- /dev/null +++ b/sites/sara.objectionable.solutions/projects/you-done-it.html @@ -0,0 +1,117 @@ + + + You Done It - Sara Gerretsen + + + + + + + + +

You Done It

+
+ + +

Info

+
+

Project type: Godot Networked VR/Flatscreen Game

+

Timeframe: 2 Months, 2025

+

Team: 2 Artists, 2 Designers, 1 Programmer

+
+ +

Product Overview

+

+ A two-player multiplayer game about manipulating information. One player needs to restrict what the other can see to get away with murder. The second player needs to figure out the full story from the objectively observable facts and the testimony of the first. +

+ +

Project Overview

+

+ I was the only programmer on this project, meaning I worked on both the VR and flatscreen interaction code on top of the communication and networking. +

+
+

Postmortem

+

+ The concept, a two-player asynchronous multiplayer game. Was extremely interesting to work on, it came with challenges that don't have to be considered at all on any other kind of game project. +

+

Separations

+

+ Although not my first choice of medium, I do still have a latent interest in the technology of VR. It has opportunity for probably the most varied interactions of any "video game" medium. But that level of interactivity also comes with a major development workload that the team we had was not equiped to handle. So our first step after deciding a concept was to limit interactions. So the player is only able to walk around (physically, so there's no controls needed, just a large space and a long cable). And the player can't really pick anything up other than the camera, which is glued to their hand. +

+

+ Limiting the workload for the VR interaction freed up a lot of time. Which was needed to also be able to make a whole second game at the same time. The second game is a 2D UI-driven affair, and thus much simpler to implement. The hard part was working with shared concepts. Because they need to represent the same ideas, the two "games" share a codebase, letting them share definitions of low-level networking primitives such as message type IDs, error codes, and data structures. This ensures absolute consistency between client and server. +

+

+ The core systems of the game, including these primitives and the shared concepts of the games, are all implemented as an engine module. Meaning they are compiled as part of the engine executable (an advantage of godot being open source). This simplified managing the two versions of the game massively, as the executable only needs to be built once. Switching between the different versions simply means giving the executable one .pck file or the other. +

+
+

Aside: Code and Data

+

+ In my technical design I separate all features, bugs or issues into "code" and "data" responsibilities. Data responsiblity is generally "Ways the game can be affected from the editor". Which usually means "Anything that affects the game that isn't code". Meanwhile Code is what directly defines the outcome or interpretation of Data. This definition implies that Data depends on Code to have effect. While the inverse is not necessarily true. But I do keep a hard rule I for myself, that Code cannot depend on Data. Code is not allowed to break because of absence of or fault in Data. This means that any Code that directly deals with Data should be written with extra care to be especially fault-tolerant, and preferably even fault-correcting. To avoid passing faults down a dependency chain. Whereas when Code problems are detected, my preference is to hard-crash to desktop (or debugger), as faults in code can lead to much worse consequences for the user, and hard-crashing means that the problem must be fixed before shipping anyway. +

+

+ The two definitions I use mostly come down to the same thing. But some engines, like Godot and Unreal split them: they have editor-accessible scripting languages (GDScript and Blueprints). Which, by the first definition implies that scripting, despite being code, is a "Data" responsibility. This is a good thing. Because the first definition could be rephrased as "things I want a designer to be able to modify" which absolutely goes for script logic. Letting (technical) designers write scripts is an extremely advantageous part of any larger project workflow. But, scripts being Data, increase Code workload. Because suddenly all script-accessible interfaces have to be treated as suspect. Anything a script can directly access has to be either explicitly marked as dangerous, or extremely fault tolerant. +

+
+

Networking

+ +

+ The client and the server are both multithreaded, using the STL native threading objects. Both use the second thread to receive data and respond to messages from the other. The server also uses the second thread to regularly send a heartbeat signal to the client, ensuring that the connection is still alive. +

+

Client

+

+ The client of the network is the VR game, as it is generally the piece of the puzzle that "sends" information to the server, which is in control of the game state. Before the game initialises the VR display, it launches into a simple flatscreen UI where the player can type in the IP adress of the server, as typing numbers in VR is a fresh user experience nightmare. +

+

+ Once connected, the game starts the VR scene, which contains the player node that sets up the OpenXR API. The game will now be rendering to the VR headset. From here on most of the remaining logic is managed through scripting, as most of it amounts to checking input and passing events to native C++ APIs. +

+ +

Server

+

+ The server of the network is the flatscreen game. It boots into a short info screen with a button which, once pressed, opens the 6667 port and starts listening for connections. Once a client sends a + MSG_CONNECT + message, the server responds with + MSG_OK, + which completes the connection flow. From now on all connection requests are responded to with + NOK_OUT_OF_CONTEXT. +

+ +

+ With the connection established, the actual gameplay scene opens, and the game proper starts. From this point on the server thread will send + MSG_HEART + and expect + MSG_BEAT + in return within a short time, if no response is given within the expected time the connection is considered lost and the game stops. +

+

+ The primary gameplay message is + MSG_REVEAL. + This message is sent by the client when the VR player has taken a picture of an object and decides to send it to the other player. MSG_REVEAL comes with a serialised + ClueID + attached, which is deserialised and stored in a buffer. Every frame, the main thread + + will lock this buffer and copy it + . + Afterward it will handle whatever was copied, if anything. +

+

+ The final message sent between the server and client is + MSG_CONCLUSION. + It is sent by the server when the flatscreen player believes they know Who Dun It. At first this was only possible if the player had selected all three parts of the case (Murderer, Method, Motive), but testing showed that that made it too easy to win on a technicality. Where the flatscreen player knew who did it, but was missing one clue needed. So this was changed to allowing a submission if the player has entered any clues in the case file. +

+

+ Once the client receives MSG_CONCLUSION it checks if the ClueID sent for the Murderer is correct, and displays the player a message telling them whether or not they won. The flatscreen player is given a similar screen, showing them which of the three clues they submitted, if any, were correct. +

+ + +

Takeaways

+

+ I learned a lot from this project. Prior to it I had done a lot of toy projects practicing performance-sensitive multithreading and networking using 0MQ, and this was the first project with actual stakes where I could use the networking part. The multithreading is simple, and not particularly performance-sensitive, but the practice I'd had meant I was far more confident and comfortable with using it. While the knowledge I'd built up in 0MQ networking turned out invaluable to the success of the project. +

+

+ In the end there wasn't much space to release it to a wider public, as the technology and implementation ended up being too specific to the context in which we exposited it. A more complete release could probably be made, but the game turned out too simple to really be worth releasing that way. +

+ + diff --git a/sites/sara.objectionable.solutions/shared/header.html b/sites/sara.objectionable.solutions/shared/header.html new file mode 100644 index 0000000..c23d4ba --- /dev/null +++ b/sites/sara.objectionable.solutions/shared/header.html @@ -0,0 +1,25 @@ + + diff --git a/sites/sara.objectionable.solutions/shared/jquery.min.js b/sites/sara.objectionable.solutions/shared/jquery.min.js new file mode 100644 index 0000000..2c69bc9 --- /dev/null +++ b/sites/sara.objectionable.solutions/shared/jquery.min.js @@ -0,0 +1,2 @@ +/*! jQuery v3.6.1 | (c) OpenJS Foundation and other contributors | jquery.org/license */ +!function(e,t){"use strict";"object"==typeof module&&"object"==typeof module.exports?module.exports=e.document?t(e,!0):function(e){if(!e.document)throw new Error("jQuery requires a window with a document");return t(e)}:t(e)}("undefined"!=typeof window?window:this,function(C,e){"use strict";var t=[],r=Object.getPrototypeOf,s=t.slice,g=t.flat?function(e){return 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+ padding-left: 20px; + padding-right: 20px; +} + +p.intro-paragraph { + color: #999F; + font-size: 1.25em; +} + +div { + display: block; +} + +div.info { + margin-top: 10px; + color: #222F; + font-style: italic; +} + + +.embed { + background-color: #000F; + border-radius: 10px; + background-color: #000F; + border-radius: 10px; + margin-top: 10px; + margin-bottom: 3px; + width: 100%; + max-width: 700px; +} + +.embed[youtube] { + height: 400px; +} + +.git-block { + display: grid; + color: white; + grid-template-columns: 125px auto; + width: fit-content; + margin-left: 0px; + background-color: #181818; + border: 1px solid #FFF3; + border-radius: 5px; + padding: 20px; + padding-right: 50px +} + +.git-block > h2 { + margin-top: auto; + margin-bottom: auto; +} + +div.git-logo { + background-color: #0000; + background-image: url("https://git.objectionable.solutions/assets/img/logo.svg"); + background-size: cover; + background-position: center; + background-repeat: no-repeat; + width: 100px; + height: 100px; +} + +.project { + margin-left: 1em; + margin-right: 1em; +} + +.site-header { + margin-left: auto; + margin-right: auto; + padding-top: 10px; + padding-bottom: 10px/i + text-align: center; background-color: #0000; +} + +.site-header > ul > li { + display: inline-block; + margin-right: 30px; + margin-left: 30px; +} + +.site-header > ul > li > a > h2 { + text-decoration: underline; + font-size: 175%; + padding: 5px 25px; +} + +.site-header > ul > li > a > h2:hover { + background: #DDF8; + color: #334F; + border-radius: 10px; +} + +.personal-info-grid { + display: grid; + gap: 20px; + grid-template-columns: 80% auto; +} + +.personal-info-photo { + background-image: url("../assets/personal-info-photo.jpg"); + background-position: center; + background-size: contain; + background-repeat: no-repeat; +} + +.experience-grid { + display: grid; + grid-template-columns: 50% 50%; + gap: 40px; +} + +p.experience-grid-time { + color: #999F; +} + +*[indented] { + margin-left: 1em; +} + +.code-box { + background-color: #2C2C3CFF; + border-radius: 10px; + overflow: visible; + margin-bottom: 3px; +} + +.code-content { + overflow-y: hidden; + overflow-x: scroll; + padding: 10px; +} + +a.button { + background: rgb(0, 170, 255); + border-radius: 0.2em; + padding: 0.2em 1em; + font-weight: bold; + font-size: 1.25em; + border-radius: 100em; +} +a.button:hover { + background: rgb(162, 224, 255); + color: black; +} + +@media only screen and (max-width: 640px) { + .personal-info-grid { + display: grid; + gap: 20px; + grid-template-columns: 1fr; + } + + .experience-grid { + display: grid; + grid-template-columns: 80%; + gap: 40px; + } + + .site-header { + padding-top: 1px; + padding-bottom: 1px; + margin: 3px auto; + } +} diff --git a/sites/saragerretsen.nl/assets/agoraphobia-cover.png b/sites/saragerretsen.nl/assets/agoraphobia-cover.png new file mode 100644 index 0000000..97eafcc Binary files /dev/null and b/sites/saragerretsen.nl/assets/agoraphobia-cover.png differ diff --git a/sites/saragerretsen.nl/assets/going-cover.png b/sites/saragerretsen.nl/assets/going-cover.png new file mode 100644 index 0000000..8b06a21 Binary files /dev/null and b/sites/saragerretsen.nl/assets/going-cover.png differ diff --git a/sites/saragerretsen.nl/assets/personal-info-photo.jpg b/sites/saragerretsen.nl/assets/personal-info-photo.jpg index 20a1e01..15edfc6 100644 Binary files a/sites/saragerretsen.nl/assets/personal-info-photo.jpg and b/sites/saragerretsen.nl/assets/personal-info-photo.jpg differ diff --git a/sites/saragerretsen.nl/index.html b/sites/saragerretsen.nl/index.html index 0bc0b76..5e2973d 100644 --- a/sites/saragerretsen.nl/index.html +++ b/sites/saragerretsen.nl/index.html @@ -2,20 +2,20 @@ - Portfolio - Sara Gerretsen + Sara's Game Development Portfolio - - + + - + @@ -27,15 +27,27 @@
-

Hi! my name is Sara! I'm a game developer in love with the intricacies of player - interaction.

+

Hi! my name is Sara!
I'm a game developer who loves solving complex problems, simply.

+

About Me

+
+
+

+ My tool of choice is Godot engine modules, but I'm adept with a variety of libraries, engines, and frameworks. + Most of my experience is C++, both using STL and with engines like Unreal and Godot. + I get the most enjoyment out of writing player-facing gameplay systems and designer-facing tools and interfaces. + Which is to say, I like writing code that people get to interact with directly. +

+

you can email me at sara on this domain (objectionable dot solutions or saragerretsen dot nl)

+
+
+
-

Projects

+

Internship @ Galaxy Grove

+

Student @ HKU

+ +

Student @ GLU

+ + +

Chief Experimentor @ Home

+
- -

About Me

-
-
-

- My primary interests are game programming and player interaction. - I like learning about algorithms and design patterns. - As well as about how to get players invested and excited. - In my free time I like making games from scratch, or in custom engines. - When it comes to third party engines I'm most experienced with the Unreal and - Godot game engines. For personal projects I mainly work with SDL2, though sometimes I use SFML as well. -

-
-
-
-

Experience

+
+

HKU (Utrecht University of the Arts)

+

Game Development Student

+

September 2023 - August 2027

+

Galaxy Grove

C++ Intern

@@ -124,12 +162,12 @@

Grafisch Lyceum Utrecht

Game Programming Student

-

September 2021 - Now

+

September 2021 - 2023

Appalot

Junior API and automation developer

-

September 2021 - Now

+

September 2021 - 2023

Appalot(internship)

@@ -142,33 +180,21 @@

2016 - forever

- -

Natural Languages

-
-
-

Dutch

-

Native Speaker

-
-
-

English

-

Fluent

-
-
-

Formal Languages

C++ | Advanced

Frameworks: - std/stl, sfml, Unreal Engine + Godot (GDExtension & Engine Modules), + Dear ImGui, Unreal Engine, 0MQ

C | Advanced

Frameworks: - SDL2 + SDL2, Clay

@@ -178,13 +204,6 @@ .NET, Google Cloud Functions, Unity

-
-

Rust | Advanced

-

- Frameworks: - godot-rs -

-

Javascript | Intermediate

@@ -211,6 +230,17 @@

+

Natural Languages

+
+
+

Dutch

+

Native Speaker

+
+
+

English

+

Fluent

+
+
diff --git a/sites/saragerretsen.nl/projects/agoraphobia.html b/sites/saragerretsen.nl/projects/agoraphobia.html new file mode 100644 index 0000000..078e462 --- /dev/null +++ b/sites/saragerretsen.nl/projects/agoraphobia.html @@ -0,0 +1,39 @@ + + + + + + + + + + +

Agoraphobia

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+

Info

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+

Project Type: Godot C++ Solo Game

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Project Timeframe: Dec 2024 - Jan 2025

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+ +
+ +

Sara/trenches.git

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+

Product Overview

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+ The concept was a horror-adjecent stressful shooter experience similar to the early resident evil games. Taking some inspiration from early Castlevania games. +

+

Project Overview

+

+ My goal with this project was to measure my skills at solo game development. Doing all the work from graphics to sound and of course gameplay design and programming. The reason was so I can measure my abilities from start to finish, making a complete product (in this case a demo vertical slice) from scratch on my own. +

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Postmortem

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+ The concept kind of sucked. As a proof of concept this project ended up soundly disproving my idea. The goal was to play with the limited tank controls of the early Resident Evil games. Trying to make a game that uses those mechanics in a more combat-focused game. The mechanics did not really have the desired effect. The intentional clunk in the controls only frustrated and the slower combat only bored. I'm proud of the result for being a complete product made from scratch solo. But that product is not well designed. +

+
+ + diff --git a/sites/saragerretsen.nl/projects/boids.html b/sites/saragerretsen.nl/projects/boids.html index b0c26de..f54f1fb 100644 --- a/sites/saragerretsen.nl/projects/boids.html +++ b/sites/saragerretsen.nl/projects/boids.html @@ -27,26 +27,6 @@ src="https://www.youtube.com/embed/unTQRpplFGU?mute=1&loop=1&autoplay=1" class="embed" youtube > - -

- The repository for the boids simulation. -

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Sara/boids-ecs

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- The ecs library i wrote this for. -

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Sara/easy-ecs

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Product Overview

My second implementation of a boids simulation. This time written in C using a combination of SDL2 for rendering and a self-made ecs library for object management. diff --git a/sites/saragerretsen.nl/projects/going.html b/sites/saragerretsen.nl/projects/going.html new file mode 100644 index 0000000..9203481 --- /dev/null +++ b/sites/saragerretsen.nl/projects/going.html @@ -0,0 +1,35 @@ + + + + + + + +

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Going

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Info

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Project Type: Solo Godot Game (C++ Modules)

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Project Timeframe: Apr 2025 - Jun 2025

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+ + + +

Sara/keep-going

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Product Overview

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+ A running-platforming game about running and exploring forest. The goal was to translate the way I move while running through a forest into gameplay. With very "manual" actions and a focus on what the game calls a "split-step". +

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Project Overview

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+ Originally intended to follow up on Agoraphobia, I ended up redesigning it from scratch after discovering that the parts of Agoraphobia that made it interesting were also fundamentally making it unsalvageable. With this also came a redesigning of the toolchain, from godot-cpp with GDExtension, to a godot engine module based approach. This made developing much easier, and meant that a released build only comes with two files (or even just one depending on export settings). +

+
+ + diff --git a/sites/saragerretsen.nl/projects/spirit-of-science.html b/sites/saragerretsen.nl/projects/spirit-of-science.html index 22c1ecd..a4d2b3a 100644 --- a/sites/saragerretsen.nl/projects/spirit-of-science.html +++ b/sites/saragerretsen.nl/projects/spirit-of-science.html @@ -1,7 +1,7 @@ - Spirit of Science - Sara Gerretsen + Spirit Signal - Sara Gerretsen @@ -12,7 +12,7 @@ -

Spirit of Science

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Spirit Signal

Info

diff --git a/sites/saragerretsen.nl/shared/projects.css b/sites/saragerretsen.nl/shared/projects.css index f431988..58e2490 100644 --- a/sites/saragerretsen.nl/shared/projects.css +++ b/sites/saragerretsen.nl/shared/projects.css @@ -6,17 +6,25 @@ background-size: cover; background-position: center; text-align: left; + --hovered-card-color: #FFF4; } .project-card-role { - color: #888F; font-weight: bold; font-size: 125%; } +.project-highlighted { + background-color: #ffc587; + --foreground-color: #444; + --hovered-card-color: #ffc587; + --link-hover-color: #44CF; +} + + .project-grid { display: grid; - grid-gap: 50px 10px; + grid-gap: 10px 10px; grid-template-columns: repeat(2, 1fr); margin-top: 50px; } @@ -34,14 +42,14 @@ .project-grid > a { padding: 20px; border-radius: 7px; + background: #FFF1; } .project-grid > a:hover { border-width: 5px; - background: #9993; padding-top: 25px; padding-bottom: 15px; - color: #99FF; + background: #FFF3; } .project-grid > a:visited { @@ -49,7 +57,7 @@ } .project-grid > a:active { - background: #44F3; + background: var(--hovered-card-color); padding-top: 30px; padding-bottom: 10px; } @@ -77,14 +85,23 @@ .project-card[tower-vr] { background-image: url('../assets/tower-vr-cover.jpg'); - background-position: 50% 100% + background-position: 50% 100%; } .project-card[station-to-station] { background-image: url('../assets/station-to-station-cover.jpg'); - background-position: 0 0 + background-position: 0 0; } +.project-card[agoraphobia] { + background-image: url('../assets/agoraphobia-cover.png'); + background-position: 50% 50%; +} + +.project-card[going] { + background-image: url('../assets/going-cover.png'); + background-position: 50% 50%; +} .project-card > h2 { text-decoration: underline; diff --git a/sites/saragerretsen.nl/shared/style.css b/sites/saragerretsen.nl/shared/style.css index 16f38bc..956be1a 100644 --- a/sites/saragerretsen.nl/shared/style.css +++ b/sites/saragerretsen.nl/shared/style.css @@ -1,6 +1,12 @@ +:root { + --foreground-color: #AAAF; + --background-color: #111F; + --link-hover-color: #BBFF; +} html { font: 100% monospace, sans-serif; - color: black; + color: var(--foreground-color); + background: var(--background-color); } body { @@ -27,15 +33,16 @@ h2.inline { h3 { margin-top: 50px; + font-size: 2em; } a.internal { text-decoration: none; - color: black; + color: var(--foreground-color); } a:hover { - color: #BBFF; + color: var(--link-hover-color); } section { @@ -81,15 +88,13 @@ div.info { display: grid; color: white; grid-template-columns: 125px auto; - vertical-align: center; - max-width: 660px; - width: 94%; + width: fit-content; margin-left: 0px; - background-color: #445F; - border-color: #111F; - border-width: 10px; + background-color: #181818; + border: 1px solid #FFF3; border-radius: 5px; padding: 20px; + padding-right: 50px } .git-block > h2 { @@ -99,7 +104,7 @@ div.info { div.git-logo { background-color: #0000; - background-image: url("../assets/blobcat_gitea.png"); + background-image: url("https://git.objectionable.solutions/assets/img/logo.svg"); background-size: cover; background-position: center; background-repeat: no-repeat; @@ -116,7 +121,7 @@ div.git-logo { margin-left: auto; margin-right: auto; padding-top: 10px; - padding-bottom: 10px; + padding-bottom: 10px/i text-align: center; background-color: #0000; } @@ -153,7 +158,7 @@ div.git-logo { .experience-grid { display: grid; - grid-template-columns: auto auto; + grid-template-columns: 50% 50%; gap: 40px; }