I am Linus van Elswijk.

Computer science student specialized in Game/Media Technology and AI.



I mainly program in C++, C# and Java, but I also have experience with C, GLSL, Javascript, PHP, R, D, Clean, HTML/CSS and SQL.


Styles of programming I can work with:
  • Object Oriented Programming
  • Functional Programming
  • Concurrent Programming (MIMD)
  • Parallel Programming (SIMD)
  • Entity Component Systems
  • Data Oriented Design
  • Generic Programming


Git, JetBrains IDEs, Visual Studio, Eclipse, Netbeans, Blender, GIMP, Unity, Unigine.


Courses I followed as part of my Computing Science Bachelor and Master programme.

Game TechAISoftware DevelopmentFoundationsResearch

  • Research Methods 1
  • Game Production
  • Testing Techniques
  • System Architecture 1: Processes & Processors
  • AI: Search, Planning & Machine Learning
  • Optimization & Vectorization
  • Research & Development Computing Science 2
  • Path Planning
  • Intro Cryptographic Algorithms & Protocols
  • Bio-inspired Algorithms
  • Functional Programming
  • Languages & Automata
  • Intro Artificial Intelligence
  • Domain Modeling
  • Pattern Recognition
  • Mathematics 2 (Calculus & Analysis)
  • System Architecture 2: Memory, Distribution & Networks
  • Neural Network Models
  • Software Engineering
  • Games & Agents
  • Information Systems
  • Formal Proofs
  • Data Mining
  • Research & Development
  • Analysis of Algorithms
  • Mathematics for AI
  • Programming
  • Security
  • Knowledge Representation & Reasoning
  • Intro Robotics
  • Advanced Graphics
  • System Development
  • Bachelor Thesis on Path Planning
  • Semantics & Correctness
  • System Development Management
  • Computability
  • Discrete Mathematics
  • Object Oriented Programming
  • Robotics 2
  • Semantics of Logic Programming
  • Intro Human Machine Interaction
  • Algorithms & Datastructures
  • Complexity


These are some of the projects I worked on.

Path Tracer

Rendering 3D scenes with realistic lighting.


For the Advanced Graphics course of my master program, I have implemented a Path Tracer together with two other students.


For the Optimization and Vectorization course, I revisited the project together with an other student. We were able to speed the path-tracer up by orders of magnitude, allowing it to render complex objects.

For my bachelor thesis, I created a novel path finding algorithm. It combines two existing algorithms:

  • Theta*, which produces near optimal any-angle paths
  • Hierarchical Path-Finding A*, a fast algorithm for large maps
The result is an algorithm that has the speed of Hierarchical Path-Finding A*, while still producing near optimal any-angle paths.

Terasology is an open source voxel game and game engine, written in Java. Below a list of projects I have worked on within this engine.

Particle Simulation

A general implementation of particle systems. Challenges were to keep the amount of objects created to a minimum, to avoid garbage collection stalls.

Water Simulation

A water physics simulation based on cellular automata. The video above shows this simulation.

Seasons Module

A small library module that can tell the season (spring, winter, summer, fall) for the current or any other day in the game. It throws events on season changes, that other modules can listen for and react upon.

Weather Module

I added a module for generating weather. The generation is based on Markov Chains.

Destination Sol is an arcade style space shooter, similar to Asteroids. It is available on steam. It features a large open world and an item based progression system. I helped clean up the code, by refactoring the ship hull definition file structure. Hull Branch Commits

As part of a team of students, I have done experiments on agent motion. My contribution to the project was the implementation of the path finding algorithm and the a behavior that allow dynamic groups of agents to assume and maintain a wedge, grid or line formation.

Mobile Controller Research

2D shooter, designed specifically to compare the effectiveness of virtual and physical controllers for mobile games.


With a team of students, we have done research the effectiveness of virtual controllers and physical controllers. My contribution was the development of the game, that was designed specifically for this purpose. The development of the game took less then 3 weeks. Game sprites are from kenney.nl.


You can send me an e-mail via "linusvanelswijk" followed by "@" and then "gmail.com".