Tessa van Walstijn

About me

My name is Tessa van Walstijn and I come from Hoorn, the Netherlands.

What I like to Program:
• Physics
• Collision
• Engine logic
• Math problems

The reason why I love to program is to build a better world with games and technology. The most experience I have is in JavaScript and HTML5. In my free time I work on a game engine in JavaScript. One of the things that I find important is community, learning, cross platform, game play and play experience.
I love to develop myself further, so I am also working with C++ and C. To accomplish this I am also working with hardware, such as Ardruino.

Some Hobbies of mine:
• 70s and 80s stuff
• Programing
• Drawing
• Gaming

From 2003 to 2016 I was a waterscout. I love the nature and respect others.

The theme is inspired from Commodore 64 Basic.


Skills
      
confident full stars: ✦✦✦✦✦
unsure no stars:      ✧✧✧✧✧
■■══════─ science ─══════■■
Math      ✦✦✦✦✧
Physics   ✦✦✦✧✧
■■════════─ web ─════════■■
ES5       ✦✦✦✦✧
ES6       ✦✦✦✦✧
HTML      ✦✦✦✧✧
PHP       ✦✦✦✧✧
CSS3      ✦✦✦✧✧
Node.JS   ✦✦✧✧✧
■■═════════─ C ─═════════■■
C#        ✦✦✦✧✧
C++       ✦✦✦✧✧
C         ✦✦✧✧✧
■■══════─ engines ─══════■■
mtdef     ✦✦✦✦✧
unity     ✦✦✦✧✧
phaser    ✦✦✦✧✧
■■══════─ hardware ─═════■■
Arduino   ✦✦✧✧✧
Node-MCU  ✦✧✧✧✧
■■═══════─ other ─═══════■■
Social    ✦✦✦✦✧
Logic     ✦✦✦✦✧
Scrum     ✦✦✦✧✧


Forms (only 101+ reputation)

Stack Overflow
729 REPUTATION
6 20
Meta
146 REPUTATION
1 7
Ask Ubuntu
111 REPUTATION
6

I think community and learning are inportent, so I try to share my knowledge. I accomplish that through the community of stackexchange.

I show my stack exchange accounts from 101 reputation plus.
Because my Stack Overflow reputation is 200+ I get an association bonus.

What is the "association bonus"?

The Association Bonus is a block award of 100 reputation granted on all of a user's network profiles, including ones created after the bonus is awarded. It is awarded when a user's account has accumulated 200+ reputation on any one site in the network, provided they have at least two network accounts. This bonus gives users who have shown some basic understanding of how the Stack Exchange system works a boost past the initial site restrictions on sites where they have low reputation.

Binding of Isaac
Engine / Framework:
• Unity 3D

Plugins:
SteamVR

Language:
• C#

My tasks where:
• Throw objects
• Pickup
• Chain Physics
• Physics

For the physics I wanted to create a real feeling with your environment. So how you pick up things and throw them needed to adjust a little from the last time. We won the Award for Best VR Game 2017 Mediacollege.

Team:
• 3 Developers
• 4 Artists


Cube || mtdef
Engine / Framework:
MTDEF-JS pre-alpha v.28-11-2017

Language
• Javascript ES6-2015

Inspired by an experiment from Leonel.
I wanted to know how 3D worked and how I can build it. This is what I made from it with my framework.

What is done with my framework:
Fullscreen Canvas
Multiple Canvas
Scene Handling
Image Layering
Start function
Update function
Vector2 and Vector3

Developer & Artist:
• Tessa van Walstijn


Binding of Isaac Recreate
Engine / Framework:
• Unity 3D

Language
• C#

From school we had to build a scene from the game Binding of Isaac in unity 3D. My tasks where:
• (AI)Movement
• Collision
• Physics
I did the physics without the unity physics. I tried it myself if it gave a better result and it did.

Developers:
• Tessa van Walstijn
Danilo Beumans

Artists:
• Shirley van Stenis
• Stevan Vermeulen
• Bjorn van Velzen
• Tijmen Bruijn


MAgic-Realism
Engine / Framework:
• Unity 3D

Plugins:
SteamVR

Language:
• C#

My tasks where:
• Throw objects
• Collision
• Physics

With the throw objects I got some help from the other develeoper Dani van der Werf. The Physics where cancelled because of too little time.

Team:
• 2 Developers
• 2 Artists
• 2 Audio-visual
• 2 Interior/Spatial designers

Video


Snake
Engine / Framework:
Phaser 2.8.7

Language:
• Javascript ES6-2015

Used for the first time the Phaser framework.
Snake was a fun challenge and learned a lot from it. The game had to be mobile friendly and it is!

Developer & Artist:
• Tessa van Walstijn


MTDEF-JS-Engine

Language
• JavaScript ES5
• JavaScript ES6

What is MTDEF-JS and for what is it build?
MTDEF-JS is a JavaScript game engine build for web browsers. Easy to pick up with a constant syntax.

Planned to implement:
• ECS Design Pattern
• WebGL
• Shader Importing

Implemented:
• Web2D (needs ECS rework)
• Input
• JavaScript file import
• HTML DOM Editing (needs ECS rework)

I think cross platform is very important. I also think it should be easily accessible.
Besides that I hope that the engine becomes the tile-team fastest. Because I think performance is important.

Developer:
• Tessa van Walstijn


Portfolio

Language
• JavaScript ES5
• HTML5
• CSS3

This is my website and I think it deserves a tile too.
That is because my website is tile based. This is a little longer to load in the beginning. But after that there is no waiting time for changing a page.

That this site is tile based can be proved to select random tiles and show them.
By clicking this show random text the site selects random tiles and shows them.
This tile and the dropdown will still be shown after the random selection.

Developer:
• Tessa van Walstijn


Fireworks
Engine / Framework:
MTDEF-JS pre-alpha v.4-12-2017

Language
• Javascript ES6-2015

You can click where you want to get an explosion.

Because it is almost the end of the year, I thought it would be nice to make firework with a particle system.

What is done with my framework:
Fullscreen Canvas
Start and Update function
Map function
Vector2

Developer:
• Tessa van Walstijn


Pythagoras Tree
Engine / Framework:
MTDEF-JS Rebuild (i)

Language
• Javascript ES6-2015

I have learned how to convert a math problem to code.
The math problem wat to draw a random pythagoras tree.

(Click the tree to use the controls)
Use P to Start and Stop the random tree interval.
Use Enter or R to get a new random tree.
Use Spacebar to get a lot random trees.

Information over mtdef (i):
Started from cratch with the basics of the mtdef framework.
I learned that I would tackle some problems the same way.
Because I learned from some other problems I had,
I know that this approach workes.

Developers:
• Tessa van Walstijn
• Jelmer de Voogt


Metaballs
Engine / Framework:
MTDEF-JS pre-alpha v.4-12-2017

Language
• JavaScript ES6

I liked the math problem metaballs. This inspired me to recreate it in 2D. For more infromation about metaballs click here

What is done with my framework:
Start and Update function
Canvas Handling
Math functions
Vector2

Developer:
• Tessa van Walstijn


WebGL vs Web2D
Engine / Framework:
MTDEF-JS pre-alpha v.20-10-2017

Language
• JavaScript ES6

My goal was to show a user if there is a big diverence between WebGL and the Web2D. The Web2D is slower on devices that has a worse CPU.

What is done with my framework:
Multiple Canvas
Start and Update function
Vector3

Developer:
• Tessa van Walstijn


Destructible Terrain
Engine / Framework:
MTDEF-JS pre-alpha v.10-10-2017

Language
• Javascript ES6-2015

I have learned to use and apply a raycast algorithm.
And to make a random terrain.

Use AD or ◄ ► to move.
Use WS or ▲ ▼ to switch wapon.
Use Spacebar to fire!
Use R to reset the terrain.

What is done with my framework:
Start and Update function
Multiple Canvas
Key Input
Scene Handling
Image Layering
Vector2

Developer:
• Tessa van Walstijn


Mandelbrot & Julia set
Engine / Framework:
MTDEF-JS pre-alpha v.18-10-2017

Language:
• Javascript ES6-2015

I wanted to know how to create the Mandelbrot set and how it is in relation to the Julia set.

What is done with my framework:
Multiple Canvas / Fullscreen Canvas
Start and Update function
Map function
Key Input
Collision

Developer:
• Tessa van Walstijn


E-Mail: twalstijn(at)eves.site