My Portfolio
Hi, I am Victor Matheke.
I'm a programmer and game developer, currently working at a software company in the aerospace industry.
Before, I studied Informatics: Computer Science at the Technical University of Munich.
This website serves as a showcase of the different projects that I have been or still am working on in my free time.
I am interested in technical and creative challenges. Complex programming challenges are always interesting to me, but I also enjoy making something that people find interesting.
These two areas intersect in video games, which is my main interest. Nevertheless, I also find other kinds of low-level programming fulfilling.
If any of the projects below are interesting to you, feel free to reach out to me. You can find my contacts at the bottom of the page. Enjoy!
Table of Content
GlassMiners
GlassMiners is the game that I'm most proud of. It is intentionally of small scope so that hopefully I will eventually finish it.
The game aims at replicating the stress levels of (local) multiplayer in games like Overcooked and Unrailed, while taking game mechanics from my previous prototype Diffraction.
Players need to progress through a mine shaft to achieve higher and higher scores. In this mine shaft, monsters will attack them while the players are scrambling for resources. Time is a constant pressure, as players need to keep their own source of light alive. Otherwise, they are doomed in their run through the mine.
This game is written using my custom Compiler for the Jai language.
For more information about the game, visit glassminers.tealfire.de.
Compiler
This has been my most ambitious (and proudest) personal project since around June 2022. It is a full-blown compiler, written from scratch in C++, for a language best described as a "low-budget" version of Jonathan Blow's language (which hasn't been released to the public yet). For that reason, it has been code-named "Lidl-Jai" by my friends.
My version of the language has almost the same syntax and semantics as the true Jai, but a lot of features are missing.
Cool features that are actually implemented are listed below:
- Compile-Time programming (#run expressions inside the source code that are interpreted during compilation)
- Integrated build system using Metaprogramming (creation of workspaces from inside other workspaces)
- Compile- and Runtime type information (reflection of data types)
- Polymorphism (Generics)
- Strong type checking and inference, with many little QoL improvements
- Multiple return values, cleaner syntax, order-independent compilation
- X64 and C backends, with complete debugging support on Windows & Linux
- ...
If you are actually interested in the language, I recommend checking out Jonathan Blow's Youtube Channel (which I find very interesting). My version of the language is nothing but my own little toy, it is obviously not associated or reflective of the actual language. The repository can be checked out using Subversion, or if you only have git, you can use git's integrated Subversion wrapper:
- svn checkout svn://tealfire.de/svn/Jai/
- git svn clone svn://tealfire.de/svn/Jai/ -rHEAD
There is also a Discord server linked below, on which information about the compiler can be found. Please note that I am actively working on this, so expect *something* to be broken when just checking out a random commit... Sorry
Diffraction
This is a video game that is currently on hold, due to Game Design issues. It is a sokoban-style game that requires the player to solve puzzles in each level.
The game is written using my own Compiler using OpenGL. It features a custom Level Editor integrated into the game.
Each level is solved by reaching the goal tile. That path however can be blocked by rocks or doors. Doors can be opened by supplying them with a power source. Power sources can be pressure plates or light receivers. Light rays come from emitters, however rays won't go through other objects and collide with other rays. This set of rules allowed for somewhat complex puzzles in small environments. However, it also lead to design issues, one of which has halted development on this.
I do wish to continue this idea further in the future though. What made development of this game interesting was the great integration of the editor (which had many QoL features specialized for my purposes). Toggling between the editor and the game is instant, allowing for very quick iterations on level design. It was also really interesting to see other people trying the game out with me watching over their shoulders.
I uploaded a video showcasing the editor on YouTube.
Links
Thank you for reading through my portfolio :)
If you have any questions, feel free to reach out to me using any of these links:
- Twitch
- Youtube
- Discord Server
- Discord: surreal_victor