Background

Hello, I'm Theo

I am a master student Computer Science at the Vrije Universiteit Brussel.

Download CV

Skills

C
C++
Java
Scala
Elixir
Python
Racket/Scheme
x86 Assembler
JavaScript
TypeScript
HTML
CSS
SQL
Vue
Nuxt
Tailwind CSS
CUDA
Arduino
Bash
LaTeX
Windows
Linux
Vim/Neovim

Achievements

Movie

RoboCup Junior Belgium

Junior Division Contest Winner
Movie

Bachelor's degree with great distinction (magna cum laude)

Applied Sciences and Engineering: Computer Science
Movie

Bachelor's degree without failing a single class

Applied Sciences and Engineering: Computer Science

Projects

Conway's Game of Life on the GPU
This project implements Conway's Game of Life using the C programming language and the CUDA framework to leverage GPU acceleration for enhanced performance. Conway's Game of Life is a cellular automaton where cells on a grid live, die, or multiply based on specific rules. The implementation involves parallel processing of the grid to update cell states simultaneously, taking advantage of CUDA's ability to handle large-scale computations efficiently. The result is a highly optimized version of the Game of Life that runs significantly faster than traditional CPU-based implementations, demonstrating the power of GPU computing in simulating complex systems.
Picture of the train system
Automatic model train controlling
This project autonomously controls miniature trains using the Racket programming language. It manages multiple trains simultaneously, ensuring no collisions occur. The system is built around a Raspberry Pi, which acts as the central server. Multiple computers can connect to this server via clients, allowing for distributed control and monitoring. The Raspberry Pi coordinates train movements and implements safety protocols to prevent collisions, making the model train setup both interactive and secure. This project showcases the effective use of Racket for real-time control systems and the Raspberry Pi for central server management.
Platformer game
This project is a platformer game developed in the Racket programming language, featuring a custom-built physics engine that employs Velocity Verlet Integration. The game provides a smooth and realistic movement experience by accurately calculating positions and velocities of in-game objects. The use of Velocity Verlet Integration ensures stable and precise physics simulations, enhancing gameplay dynamics. This project highlights the versatility of Racket in game development and the effectiveness of custom physics engines in creating engaging and interactive game environments.
Raycaster in Assembler
This project is an implementation of a raycaster written in Assembly language. It simulates the trajectory of light rays within an environment composed of convex shapes. By tracing the paths of light rays as they interact with surfaces, the raycaster accurately renders the visual representation of the scene. This project demonstrates the power and precision of low-level programming in Assembly, providing efficient and detailed simulations of complex light interactions within a geometrically defined space.