A scripting/programming language intended for realtime applications. Main implementation language of Kobo II. Also runs a hundred or so air bearing rheometers, for which I designed the firmware.

ChipSound (not yet released)

Tiny yet powerful sound engine, intended for “chip” style sounds and music. Comes with a realtime scripting language allowing sub-sample accurate control of all voice parameters! Supports hardsync effects, granular synthesis and other advanced tricks – all in some 2200 lines of C code with no external dependencies. (25 kB of 64 bit x86 code.)

  • This goes in, (only built-in waveforms used, so that’s really it)
  • this comes out. (No post-processing; built-in feedback delay only.)

A more advanced example, from the upcoming game Kobo II can be found here.

EELSynth (not yet released)

A sound synthesizer prototyping platform implemented entirely in EEL, using only SDL, EEL’s standard vector maths and FFT module. At this point, EELSynth has grown into an application with a GUI and a rudimentary multi-track sequencer. The most interesting part is probably the IFFT based “massively additive” synthesizer, which has turned out to be a lot more powerful than I expected.


A sound/music engine focused on structured audio based on modular synthesis. Successor of the Kobo Deluxe sound engine.


glSDL - ballsAn SDL programming example in the form of a tracker style drum machine. Uses only the SDL API and low level C code – no extra libs! Drum samples and chromatic FM sounds. Demo tracks included.

Kobo II

A sequel to Kobo Deluxe in development (playable Tech Preview available!), using EEL, OpenGL, ZeeSpace and ChipSound.

Kobo Deluxe

An enhanced SDL port of Akira Higuchi’s XKobo. Adds sound, smoother animation, high resolution support, OpenGL acceleration, menus, joystick support and other features. Runs on anything with a CPU in it!

Project Spitfire

Unfinished side-scrolling shooter game, originally written for DOS in Borland Pascal and 386 asm. Used Mode-X 320×232 with triple buffer hardware scrolling for a rock solid 60 fps on pretty much any PC.

Fixed Rate Pig

glSDL - ballsAnother SDL programming example; a playable platform game with four levels. It features fixed frame rate logic with interpolation (“tweening”) for smooth animation, and a sprite engine with smart, partial updates for high frame rates on minimal hardware.


glSDL - ballsOpenGL “backend” proof-of-concept hack, providing hardware accelerating for the 2D API of SDL, along with some extensions including scaling, rotation and color modulation. Officially abandoned, but still used by Kobo Deluxe and apparently a few other projects.


These are some songs I made for a MIDI Class held by Fanatic. The songs are pure MIDI (no custom effects or post-processing), and each song is using a small, predetermined set of sounds.

Speaking of MIDI and SoundFonts; here is me playing around with a SoundBlaster AWE-32 back in 1997:

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