Projects

You can explore a selection of my projects here, with additional ones available on my GitHub account.


Absence

Absence is a game I began developing in 2006 and released in 2008 with help from some fellow Wolfenstein 3D fans. Built on the SDL source port of Spear of Destiny, it introduces a new and dark sci-fi storyline, along with features that had never been seen before in a Wolfenstein 3D mod at the time, such as an experience system for upgrading your character.

Official Website

Website (ModDB)

Download ( Version 1.3 - SDL Version) [1.45 MB]

Download ( Version 1.2 - DOS Version) [1.29 MB]


Operation: Gral

Operation: Gral, a game that my friend Marcus S. and I developed, was released in 2018. I handled the coding, contributed some suggestions, and I think I might have created a few graphics - though I'm not entirely sure anymore. Built on the SDL source port of Spear of Destiny, the mod features all-new levels, enhanced gameplay mechanics, a mix of custom and curated artwork, sounds, and music, offering a completely fresh Wolfenstein 3D experience.

Official Website

Website (ModDB)

Download ( Version 1.0 - SDL Version) [1.77 MB]


Havoc's Wolf3D Editor

I began working on this map editor on September 12, 2009, as a replacement for the old MapEdit. While MapEdit is an easy-to-use map editor for Wolfenstein 3D, it can only run on newer Windows operating systems through DOSBox. To address this limitation, I decided to create a Windows-based Wolfenstein 3D map editor that retains the simplicity of MapEdit, while incorporating the advanced features of modern all-in-one Wolfenstein 3D editors like ChaosEdit or WDC. The editor was developed using Borland C++ Builder 6.

Official Website

Download ( Version 0.3.14) [0.95 MB]


The Pushing Point

In February 2025, I developed The Pushing Point, a 3D take on Sokoban puzzle gameplay. The game is built using C++17, SDL 3.0, and OpenGL 3.3, using my discontinued OpenGL engine as a base, which I originally created for Directive Chronocry. I initially used this engine as a test bed for transitioning from SDL2 to SDL3.

The Pushing Point currently features five maps, a language selector (English and German), and limited controller support. I may continue working on it in the future to expand its features and add more maps.

Download ( Version 0.1.0) [4.44 MB]


Havoc 3D

I started working on this ray casting engine in September 2011, using C++98 with SDL 1.2. I worked on it sporadically until March 2012, when I discontinued the project due to performance issues. In October 2024, while searching through one of my old hard drives for a project, I came across the March 2012 build of the engine and, after playing it for a few minutes, decided I didn't want that effort to go to waste. I upgraded the codebase to C++17 and SDL 2.0 and was able to resolve the performance issues to a satisfactory level.

The released demo includes two maps, and while I don't currently plan to develop it into a full game, that could change in the future.

Download ( Version 0.3.1) [2.45 MB]


Dangerous Adventure in Space

This side-scrolling run-and-gun game was initially developed for the Ludum Dare competition #27, centered around the theme "10 Seconds." Although I wasn't able to complete the game within the competition's timeframe, I believed it had enough potential to be finished. As a result, I continued its development, and released a beatable version.

Below are two screenshots of the game: the first depicts the final version, while the second showcases the original Ludum Dare iteration.

Download ( Version 0.1.4) [2.02 MB]


Escape Made Easy (E.M.E.)

This roguelike game began development in 2012 using C++98 (yes, I still used C++98 until 2013) and SDL 1.2. By the time the game was 90% complete and already beatable, I encountered a few serious bugs that I couldn't fix, which led me to stop working on it and eventually forget about it. Recently, I developed a dynamic music system for my Doom-style game engine, 'Portals'. To showcase this feature, I decided to revisit and complete the roguelike game. I succeeded in fixing the bugs and integrated the first iteration of the dynamic music system. Additionally, I updated the code to use C++17 (mostly - the code still uses raw pointers and even function pointers) and SDL 2.0. I might continue working on this game in the future and add a few more features to it.

Download ( Version 0.3) [1.92 MB]


Havoc's Screen Saver

A screen saver for Windows using C++17 and SDL 2.0 developed primarily to explore the complexities of creating one. The screen saver functions by randomly drawing pixels on the screen, with their colors changing over time.

Download ( Version 0.2) [0.99 MB]


havIDE

havIDE is an integrated development environment (IDE) for C++ projects currently under development using C++23 and wxWidgets.

Below are a few development screenshots showcasing the IDE.


Portals (Work in Progress)

Portals (Working Title) is a Doom-Style game engine currently under development using C++23 and SDL 3.0. You can see the game engine in action on my YouTube account.

Below are a few screenshots showcasing the engine's development stages.

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