About

I’m Eluan Costa Miranda, an aspiring game developer with a passion for computer science. In this blog I will also talk about some of my other interests, which are varied in nature, and maybe diverge a little from time to time. I will, however, try not to talk about anything that may cause controversy.

Some of my hobby projects will be featured here as well and I will also use this as a tool to exercise my english writing.

Here is a small and incomplete timeline, (*) denotes topics that I intend to write about someday.

2000

  •  Read my first C book, being 11 years old at the time.

2001

  • Adapted Frikbot(*) to play the Total Destruction II(*) Quake 1(*) modification

2003

  • Rewrote Total Destruction II(*) Quake 1(*) modification from scratch with advanced Clan Matches support
  • Maintained Total Destruction II(*) for a while, during its last moments of life

2004

  • Finished Airquake 2(*) by adding helicopters/ground vehicles and refining the gameplay to mine and my friends tastes. New features, maps and models
  • Heavily modified Action Quake 2(*) to mine and my friends tastes. New features, maps and models

2006/2

  • N64 Serial Controller Interface (*)
  • 80C51 single board computer and simple EEPROM programmer (*)
  • Made a simple Bejeweled(*) game for a computer programming class, but put some “extra” features in it 🙂

2007/2

  • Internship at NCE-UFRJ’s Labic (Computational Intelligence Laboratory)
  • My team was 15th place at the 2007 ACM-ICPC South America Contest(*) within Brazil
  • Made a simple 24-bit software rendering 3D engine (*) with Quake 1 model support

2008/1

  • Ported Quake to the Nintendo Wii (*), with full hardware acceleration and wiimote support without any documentation other than the header files from a free software library.

2008/2

  • My team was 6th place at the 2008 ACM-ICPC South America Contest(*) within Brazil, qualified for the World Finals.

2009/1

  • ACM-ICPC World Finals(*) contestant, contest held in Stockholm, Sweden

2011/2

2013/1

  • Ported the Darkplaces Quake Engine to the Android platform, there are still some performance problems due to quirks in chipsets and drivers which I can’t test. (*)