Welcome

 

 

ABOUT
VENOM Software originated in 1999, when programmers used to send software
and games burned on compact discs to popular PC magazines like PC Games or
PC Action in the hope that their game would make it onto the cover CD.
The software label is related to the founder's coder pseudonym venom.

Born in Berlin (Germany), venom studied computer science at the Berlin Institute of
Technology
and works since 2005 for several well known international companies,
currently as Lead Software Engineer in a 3D rendering team.

Most of his spare time productions are demos, games and other realtime rendered
entertainment software using self-made software/hardware accelerated 3D engines.
They are a mix of fantasy, graphic effects, fun, digital sound and art.

 

 

IT Background
I mainly develop with Visual Studio and Qt Creator. During my study,
at work and in my spare time I gained experiences in the following
programming languages, APIs, tools and technologies:

C++

Java

Lua

Objective C

Free Pascal

Assembler

Opal (developed at my university)

J2ME

JavaScript

OpenGL

3ds Max

XML

HTML

CSS

PHP

MySQL

phpMyAdmin

HeidiSQL

MySQL Administrator

Paint Shop Pro

Photoshop

Paint.NET

Visual Studio

Qt Creator

Eclipse

IntelliJ IDEA

Apache

JBoss

JBoss Seam

Audacity

Avidemux

VirtualDub

Subversion (SVN)

TortoiseSVN

Mercurial

TortoiseHG

Git (including GUIs like SmartGit, SourceTree, GitKraken, gitk etc.)

Gerrit

TortoiseHG

Concurrent Versions System (CVS)

LaTeX, MiKTeX, TeXnicCenter

Jenkins (and other CI systems)

IncrediBuild

SmartBear Collaborator

Crucible

Jira (and other bug trackers)

 

 

 

.: PROGRAMMING HISTORY :.
2009 I released the first person ego shooter Lone Wolf 3 after 4 years of
development in spare time.
2004 VGFX_OpenGL became much more professional and I was ready
to start the development of a first person 3D shooter called
Lone Wolf III.
I also made a little
Demo07 which is in fact the game intro.
In 2003 I started the development of an OpenGL hardware accelerated
3D engine with Visual C++ called VGFX_OpenGL and used it for
Demo06.
From 2000 to 2002 I was working on Demo01, Demo02, Demo03, Demo04, Demo05 and the
so famous action game
Lone Wolf 2. I coded an own software 3D engine with Assembler
and Free Pascal and used it for all these productions.
This was my programming history until 1998 so far. After Invasion 2 I decided to leave
Borland Pascal GDI behind and coded an own SVGA (16 Bit) 65536 color unit based on
the VESA VBE 2.0 standard. The unit supported the Linear Frame Buffer (LFB) and
optional old bank switching technique. Also I was working on
Lone Wolf I.
In 1998 I called my third action game Invasion 2. Again I used the Borland Pascal GDI
and as a tradition the game included a little top 3 highscore. The player was able to
control a space fighter instead of a tank.
Invasion 2 was presented on the PC GAMES
Cover-CD Issue 12/1999 which is a very famous german PC magazine.
Invasion 2
In 1997 my second pixel based action game was called Tank Leader 2. I was proud that
everything ran in graphic mode but I still used the crappy Borland Pascal GDI stuff.
TankLeader 2
In 1996 this was my first pixel based action game. I called it Tank Leader 1 and used
the Borland Pascal GDI stuff to enter a 640x480 pixel graphic mode with 16 colors.
TankLeader 1
In 1995 I started programming my first game called Invasion. I was 13 years young.
The game ran in text mode and the space ships were made of ASCII codes.
Unfortunately I have not found the game on any disk so no screen shot here ;(

 

 

 



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