NOTE: This website is still a work in progress!

About Me

Hi, I am Milan Bonten, I’m Dutch and I currently study game development at BUAS. I have knowledge in most game programming related fields, but currently I’m specialized most in physics. Where my best project so far has been my custom voxel physics engine. I also wrote a post based on this project. Before studying at BUAS I studied game development at SintLucas for 4 years. During this time I worked mostly with Unity, I also worked a lot in team environments with multiple disciplines. I have also done multiple internships. I have done 1 internship at Eurocontrol, An European air traffic control company. During this software development internship I learned a lot about the workflow and responsibilities of a software developer in a big company. I primarily worked on an internal air traffic simulation tool that could be used to train air traffic controllers. My other internship was at Ix Technologies where I had a game development function. I worked in a small team on a website where people could practice relevant skills necessary for getting an air traffic control job, practising these skills would be done with minigames design for these specific skills. After my internship I continued working with Ix Technologies until my study at BUAS started.

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Projects


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Voxel Physics Engine

Solo 24 weeks C++ (Custom Engine)

A major achievement during my second year at BUas was developing my own custom voxel physics engine inspired by Teardown. I built my own take on the concept entirely in C++, featuring voxel-based collision detection, an iterative constraint solver, and real-time destruction of voxel objects. This was later all built as part of a custom engine developed collaboratively with a team.

Learn More → Physics Explained →

Zentera

Team (16) 8 weeks C++ (Custom Engine)

As part of a great team of designers, artists, and programmers, we developed a voxel based game using our custom engine (Kudzu engine). Because we made voxel game engine it already defined some of the style and mechanics, but we turned those constraint into a creative opportunity. I contributed mostly as a gameplay programmer, where I was responsible for implementing core mechanics and player interactions. This project showcased not only our engine's capabilities but also our team's ability to deliver a polished and engaging experience from the ground up.

Learn More → Itch.io →
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2D physics and Pathfinding

Solo 8 weeks C++ (Custom Engine)

For this project I implemented custom 2D physics and A* pathfinding in C++. It was built on a custom game engine provided by school that included basic 3D rendering, an ECS architecture, and transform components. Although it was my first experience with physics programming, I developed a functional system that integrates well with the pathfinding.

Learn More →

Falling Sand Simulation and CPU Raytracing

Solo 8 weeks C++ (Custom Engine)

This was my first time implementing raytracing. I built a CPU-based voxel ray tracer and combined it with a 3D falling sand simulation. Both systems ran on a single thread, which made achieving 60fps a challenge. I later turned the project into a small game where the player is shown a procedurally generated environment and has to recreate it. The game then compares the player's reconstruction to the original and scores.

Learn More →
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Dusty Mayhem

Team (13) 8 weeks UE 5

project image Itch.io →

Rogue Planets

Team (3) 1 week Unity

project image Itch.io →

Color Mix

Solo 3 days Unity

project image Itch.io →