Dennis van den Broek
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pointerfunction.bsky.social
Dennis van den Broek
@pointerfunction.bsky.social
Tech Necromancer/Thrift Wizard. Also Principal Technical Designer at Guerrilla Games (#HorizonForbiddenWest). Love everything Sony (+ NES🤫)

Kind high functioning weirdo - You can find my 3D models here: https://www.printables.com/@RetroGameRevival
in really really good condition too!
October 4, 2025 at 11:49 AM
Amazing thriftstore haul today! Never ever in my life would I have expected to find a CIB GBA 😱
October 4, 2025 at 11:49 AM
and finally, we changed the lock screens of our workstations to the following image - which was also rendered on a real PS1 (screenshot from emulator though for simplicity), with a hacked BIOS to display the Guerrilla logo in PS1 colours.
September 30, 2025 at 11:20 AM
and a little hidden birthday message for those that input the correct secret code (yes, ofcourse it was the Konami code 😂).
September 30, 2025 at 11:20 AM
for a bit of interaction, I had added a "firework" particle that shoots up every time you press one of the corresponding icon buttons.
September 30, 2025 at 11:20 AM
We had a celebration party at the office, so obviously I took the opportunity to make something which ran on real hardware!
I made an infinite loop of logo variants Guerrilla had over the years. Cycling randomly every 20 seconds (or if you press start button), with a bit of camera animation added.
September 30, 2025 at 11:20 AM
Happy 30th anniversary to my all-time favourite game console!
I have been up to some cool stuff recently, which I did for @guerrilla.bsky.social - let me show in a thread ❤️
September 30, 2025 at 11:20 AM
omg, I was given a zippo display, and its absolutely perfect for gameboy games!!
September 27, 2025 at 2:34 PM
Still have to fix colours (and UV’s) for this, but it does allow for less artifacts closer up to the camera this way!
September 16, 2025 at 6:49 AM
Spent a pretty long time rewriting my entire renderer focussing on better maintainable code. Unfortunately performance was sacrificed in doing so, but I can do cool things now like dynamic subdivisions!
September 16, 2025 at 6:49 AM
the box is a little beat, but the console is in absolute mint condition!!
September 2, 2025 at 4:03 PM
ooooooh boy!!
Thriftstore luck has hit me once again 🥹
September 2, 2025 at 4:03 PM
Then I only have to query the ray against a few boxes (drawn in red if hit), and I only need to test like 10-15 triangles instead of 1200 at that point!
Performance has greatly increased on this (and I fixed some division by zero issues too!).

Next up; animations!
August 25, 2025 at 11:39 AM
I have spent the last few days optimizing my raycast queries. I am using a ‘BVH’, which is pretty much a fancy subdivided octree holding references to subsets of triangles of a bigger mesh. Generated at loadtime:
August 25, 2025 at 11:39 AM
I have once again expanded my legs with nerdy artwork 🤓😂
August 21, 2025 at 9:51 AM
I have Raycasts to Triangles working finally as well! That took me an entire damn week to figure out 😖
With that though (pending some optimizing), I should have nearly programmed all components to start making games with this engine/framework!
August 20, 2025 at 4:40 PM
Raycast to AABB working now as well! :D
August 11, 2025 at 3:42 PM
Raycast to sphere working now too! This one took me quite a bit to figure out, mostly due to fixed point math 😂
August 10, 2025 at 8:59 PM
More progress; Been slowly building my own collision system!
Have AABB and Sphere colliders all working properly now..
Next is to add Raycast to these types, and then do a polygon check for that too.
Ideally I would add cylinders, and that would cover most needs for any basic game!
August 6, 2025 at 3:49 PM
Absolutely loved all of Indiana Jones and the Great Circle ❤️ Cannot wait for the DLC!
August 2, 2025 at 9:38 PM
also implemented AABB intersections, which work, but need to think of a good way to actually handle the collisions (just resets to last ‘good’ position for now 😂)
July 30, 2025 at 6:10 PM
Holiday also means more PS1 engine progress! I got (face) normals generated at load time, and light calculated on those to shade the faces.
Absolutely gonna need a fuck ton of optimization 😂
July 30, 2025 at 6:08 PM
My Holiday started this week, so naturally I go clean around the house. Genuinely forgot I had this stored, and I am not sure how many I own anymore now 😅 I think this is the 3rd or 4th one 😱
July 30, 2025 at 4:55 PM
Here’s how I did it without cutting it up 😂
July 29, 2025 at 8:31 AM
😎😎😎
July 24, 2025 at 3:07 PM