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Dec 26, 2021

Merry Christmas 2021

Almost forgot my yearly blogpost.

This year I have mostly tried to continue develop and learn Unreal Engine. Have been some work related to that and then also some webgl web dev.

Easiest to follow me on YouTube or Twitter for somewhat more frequent updates.

In the spring I also started working on a portfolio site, it was almost finished at least, view it here.

Have a great Christmas and a Happy New Year!

Dec 25, 2020

Merry Christmas 2020

This was that year with the pandemic.

Have spent most of the year working with Unreal Engine, still very much learning, still so much to learn.

Have a great Christmas and a Happy New Year!

Dec 21, 2019

Merry Christmas 2019

Another year have passed, so time for my yearly blogpost.

Have mostly been doing a mix between WebGL and Unity at work. Late in the year, a couple of weeks with the Unreal Engine, learning and exploring.
It have been all about realtime graphics, so good times!
Two of the projects were for games celebrating 10 years, Minecraft and League of Legends.

Check out my youtube for some experiments:

Have a great Christmas and a Happy New Year!

Dec 24, 2018

Merry Christmas 2018

Time for my sum up of the passed year.

At work it’s been about a 50/50 split between Unity and Webgl/js. Experiments have mostly been with Unity, have been posting some stuff on youtube if you want to check it out.

Have a great Christmas and a Happy New Year!

Sep 21, 2018

Toon styled water

So in this game I have been working on, the artist made a painted concept sketch/mockup of how the level graphics could be, like this:

Click image to enlarge.

And my first reaction was something like, oh noes, now they want some kind of water/fluid simulation stuff and this should run mobile. But then I thought about it some more and some different approaches and eventually came up with this.

A way to do toon-like water/ripples/edge foam for dynamically generated levels.
(Note. This might have been done in better ways before, haven´t really looked in to it.)

What I’m talking about here is the edges/outline of the objects, just to be clear.

The idea is that you draw like a “depthslice” of the surface of your water to a texture/rendertarget white on black, like you were looking straight up or down with no perspective. Then you run a blur-pass on that texture/rendertarget, this is used for the “ripples”. Then, without clearing, you draw once more on top without the blur, this is to get the hard outline.

So now you have a texture that looks something like this:

Then you feed this texture/rendertarget to a shader.
In the shader we take the pixel value and multiply it by a larger number and run that value through a sin-function along with time. This makes the gradient part “peak” and animate outwards with time.
If we then “cut off” these peaks when they are above a certain threshold and then set that value to 1, we get the ripples.

Also to get some more “life” in it, we feed the shader with another texture, like a noise pattern of some sort. We can then move it and use the pixel-value to remove the ripples on some places to get it to look less static. And also to offset/wave everything a bit and also to make bigger ripples.

The end result in the game was like this:

Click image to enlarge.

In my usecase the levels were static, as in no objects moved around, so the setup could be done once in the beginning of each level. I also only had square and round objects. So what I did was to draw sprites, according to how the level looked, to a offscreen orthographic camera. Then render that once with the blur and once more with no blur on top.
If you were to have moving objects that should be included, you would have to render this all the time. And possibly do some kind of “depthslice” of the real geometry along the surface of the water. I have not looked in to that.

Check out this test on youtube to see it running:

Here is a link to that proof-of-concept unity-project on github.
This was fast-hacked just to test the idea, so it’s very rough and not production-ready code.

And if you want to play the game, it is here: App Store and Google play. It is a logic puzzle game.

Edit: 2019-01-24
I revisited this one and looked into doing a “dynamic” version with moving objects. You can check out a test here:

Dec 25, 2017

Merry Christmas 2017

Yay \o/ my yearly blogpost!

Merry Christmas and a Happy New Year to everyone!

I actually managed to do one post this year besides this one, had planned on doing one more with some shader trick/tip. But maybe I´ll save that for next year instead.

To sum up my year, I have been doing mostly Unity, then back to some webgl at the end of the year. Experimented with the Kinect v2 for some installation type of project, more of that next year. Released a logic/puzzle mobile game at the end of the year(will do a seperate post about that later).


Nov 30, 2017

#codevember 2017

I tried to do #codevember this year, where you are supposed to do one “code sketch” every day for the whole month. I guess the idea is like with all kind of “everydays”, that by doing something often, you get better at it.

I didn’t really like that format, was a bit too stressful having that hanging over me every night. I think I’m more “make one sketch every month and then polish/iterate for 30 days”.

Anyway was fun getting back to WebGL and Three.js a bit, been in to Unity for over a year now.

Here’s a page with all sketches collected.

There is also a youtube video here.

Dec 23, 2016

Merry Christmas 2016

Merry Christmas and a Happy New Year!

Another year have passed, and I am still alive! \o/

So towards the later half of this year I have started to try and learn Unity. It has been quite a nice experience so far, still so much to learn though. The plan is to make some kind of logic puzzle game for the mobile/tablet market.

Have also been experimenting with some VR platforms like Vive and Daydream, which have been really fun. Can’t show much due to secrecy/nda/etc..

The beer-brewing is going fine, gonna put the Christmas beer to the test tomorrow.

Until next time!

Dec 21, 2015

Merry Christmas 2015

Time for my yearly blogpost again… Another year as a webdeveloper have passed. Still at North Kingdom, over 10 years now, still liking it.

Have had some fun projects this year as well, still trying to focus mostly on canvas and 3d/webgl(and staying away from css/html). Some smaller things with VR, feels like many want to ride the hype, but not really sure how to climb the unicorn.. See how that will pan out.

We have also gotten to a point where it is about as complicated to “compile” a fucking website as it was to compile a whole operating system 15 years ago… Good work webdev-community!! (:

Haven’t posted many experiments this year, no time to maintain that nowadays. However, I have uploaded some crap to my youtube-channel and occasionaly some shit to vine.

On a personal level, have had another(third) kid this year, was a girl this time! \o/
Have joined a local hobby beer-brewery.. gotta have a hobby!

So Cheers! Merry Christmas and a Happy New Year!

Dec 24, 2014

Merry Christmas 2014

Almost forgot my yearly xmas-blogpost this year.. But here I am!

So Merry Christmas and a Happy New Year, once again!

Have nothing nice or wise to say about our “industry” this year, so I’ll keep it to myself.. ;)

Dec 20, 2013

Merry Christmas 2013

Another year have almost passed by, time for my yearly blogpost…

The trend at work is no Flash at all this year, it have mostly moved over towards WebGL and Canvas, and I kinda enjoy it for the most part. Lately I have worked on a large project where we tried to experiment with what we could do in modern browsers on modern mobile devices, as everything is supposed to be “mobile” these days.
It was interesting for sure, and a learning process. And also a lot of work, iterating and testing.

Finally time to unplug for a couple of weeks and celebrate christmas.

So, have a great holiday and see you in 2014!

Apr 2, 2013

Some issues

There is currently some issues with the site, probably due to the recent server move. So no subpages can currently be accessed :/. Hopefully Jocke will fix it soon.. :)

Edit 2013-15-16: Seems to work again now, turns out I had to update the permalinks after the server move…

Jun 28, 2012


Got a chance to play with a Kinect recently, I know.. about 2 years after everyone else. :)
Anyway, I wanted to get started prototyping/testing really quickly, and as of late I have come to think that the most accessible and quickest way is with javascript and 2dcanvas or WebGL.
So I found KinectJS, that makes it really simple to get started. Just run the server and through a websocket you get access to the nodes, etc.
There are others of course, like as3NUI if you want to go with as3. Or obviously c# and c++ examples that comes with the sdk.

Since this is really hard to show online, I have tried to screenrecord some of the tests.

The first thing was just to try and get the nodes showing.
So this is just a canvas plotting the nodes as a skeleton:

Next thing I tried was some headtracking and moving a camera around accordingly to get some sort “holographic” effect.
It´s filmed with a crappy mobile-camera, sorry for that. But you should get the idea:

Then the most obvious geek-thing, control a light saber with your arm:

Test to emit particles from your hands, feels good:

Draw some trails:

Always wondered what it feels like to be a flower :D

Then a test with connecting some box2d stuff to the nodes:

Jumped around a bit to much while tesing that, broke my fucking lamp…

Then an attempt at making something more installation-like. The idea is to project this on to one wall of a room. When it detects a person it lights up like a long corridor and extends the room. And then uses headtracking to change the camera position so the perspective is correct from that persons pov. That´s the theory anyway.
Also to have some sort of interactivity and some references in the extened room, you can “throw” some balls by moving your hands in Z above a certain velocity, the balls then “inherits” the velocity of the hand.

And a variation with an object you can spin around by moving your hands.

So I have mostly tested the Kinect as an input device(which is what is.. duh), but I mean I haven´t touched the video and depthmap stuff.

And as an input device it certainly got some pros and cons. Like doing precission stuff and for example controlling something with lots of accuracy is really hard. I guess also partly cause there is no tactile feedback(a bit of the same problem as touchscreens have imo). As a result control interfaces have to be quite forgiving(for example like this)…
But on the other hand there are stuff that can feel really nice and responsive, like for example emitting particles or drawing and stuff like that. I guess you could say, creating or influencing something with motion in a void feels nicer than trying to control something with motion in a void. :)

In our business it certainly got potential for installations and similar stuff, have obviously just peaked at the surface here. Was lots of fun though!

Oct 5, 2011

Site update

Well, I have finally joined the 21st century and moved the, almost 10 year old, html-site to a wordpress solution. Just what the world needs, another asshole with a blog…
Big thanks to Jocke and Spocke at Moxiecode for the help with the hosting! And hey, I’m using their wysiwyg-editor while writing this. Check out TinyMCE, it´s a great open-source project.

Let me know if you find something that´s not working.

Dec 29, 2010

Bye 2010

Another busy year have (almost) passed, and more projects behind me. We have one site nominated at The Fwa:s Peoples Choice Awards 2010 this time, it’s July.
Things slowed down a bit towards the end of the year though. Great for me, had time to play with some mobile/android stuff. And later also try a bit of js+canvas and some WebGL. I can really see the potential. Really fun to play with from a developers point-of-view.
I also actually ended up using twitter, it’s a good work-tool/channel to see trends and what people are up to etc. You can ‘follow’ me @oosmoxiecode.
This site is nearing 10 years without a remake/update… lol. I would really like to convert it to a wordpress-solution.. some day.

Have a great 2011 everyone!

Dec 21, 2009

Testing Twitter

Have promised myself, as a early new years resolution, to try and be more open to shit like this. So now I´m gonna try twitter. So if you are not a stranger to bad humor, irony and foul language, you can follow me @oosmoxiecode.

Dec 19, 2009

North Kingdom – Showreel

Rob has put up a showreel, showing some of our(North Kingdoms) work the past years. Make sure to check it out.

Oh, and we have two sites nominated at The Fwa:s Peoples Choice Awards 2009, Feb and Dec, so go vote for us.

Have sometimes thought I should do some sort of portfolio. It usually starts with me making a list of the sites and stuff I´ve been in involved in over the last ten years. And that´s also were it ends with me going: “Ähh fuck it… Like I have time for this…” ;)

Dec 24, 2007

Merry christmas 2007

Happy holidays to everyone out there!

Jun 27, 2007


I have become the father of a son. :) Check out a small clip here, of him lying around doing whatever they do.

Feb 25, 2007

32k swf compo – results

The results from the 32k swf competition are in, they can be found here. The result is from both the online voting and the voting at Icons07.



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