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Milan Bonten
Physics & Gameplay ProgrammerI’m Dutch and currently studying Game Development at BUAS. I have worked with most game programming fields such as engine, tools, graphics, AI, and procedural generation, but I’m currently most focused on physics. My best project so far is a custom voxel physics engine. Before BUAS, I studied at SintLucas, working mostly with Unity in multidisciplinary teams. I’ve also done internships at Eurocontrol and Ix Technologies, where I gained experience in both software and game development.
Projects
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 →
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 →