Charles "xtrium" Riffaud-Declercq
Graphics developer by day, demoscene activist by night
We have made numerous demos - that is, non-interactive, realtime applications, in the tech demo sense - that can be found on our Demozoo page. Some of these demos have received prizes in competitions that took place in demoparties all over Europe.
We at LNX are developing our own in-house engine, codenamed Eternal Engine, since December 2014. It is developed with modularity and ease of porting in mind, and sports the following features :
- Plugin-based architecture, all platform-specific code and all file loaders each in their own plugin
- Physically-based rendering
- Image-based lighting using light probes
- Tiled forward (aka. Forward+) renderer with tile depth optimization
- Importance-based omnidirectional shadows, cascaded shadowmaps for directional lights
- The demoscene-specific code has a layer-based architecture, somewhere in-between
After Effects and Photoshop
- (upcoming) Global illumination using VXGI
Below is a selection of a few noteworthy demos that we made, along with their specific features.
Made in about a week and ranked 1st in the 2D Demo compo at Revision 2016 in Saarbrücken, Germany.
- We didn't use our in-house engine for this one. We initially planned to use King's Defold Engine but ended up writing all code from scratch.
Made in two days and ranked 2nd in the PC Demo compo at VIP 2015 in Thoissey, France.
- First try at point-based global illumination.
- First try at physically-based rendering (no IBL) and screenspace reflections.
Made in two days and ranked 1st in the PC Demo compo at VIP 2014 in Thoissey, France.
- A single fullscreen is rendered - everything is made inside the fragment shader.
- Distance field raymarching
Ranked 1st in the PC Demo compo at the Ultimate Meeting in Griesheim, Germany.
- Our introductory demo :)
- Everything was made and synced by hand using a very simple scripting language created for the occation
Programming-wise, I love to try new things. I've done some 65xx ASM on NES and C64, a bit of m68k asm on the Amiga and quite a bit more on the Sega Megadrive/Genesis. I tried my hands on the Wii (using devKitPro). I even went as far as to make a realtime software synthesizer in x86 asm using the FPU instruction set, that fits in about 1.5 kilobyte.
But the (non-PC) platform I love coding on the most is the PSP (using devKitPSP). I went as far has being able to fly through a fully lighted (static) scene with (animated) parametric surfaces
in it, along a predefined spline. A small demo, to put it simply :)
I also made a music mixing software called PSDJ that I use when playing music live (whether on a stage or on a livestream), which will be uploaded to GitHub once I'm satisfied with the state of the source code.
I'm also a musician, known as xtrium too. I love getting the most out of my trusty old gameboys making chiptune, as well as composing in a more classic way on a computer.