i'm a coder. i do demos in my spare time, and sometimes release useful code into the public domain if i think that's where it belongs. i've studied at the university of bonn and wrote a diploma thesis in computer graphics (print version) that would've been a nice combination of two of my passions (low-level pixel pushing and data compression) if it had worked out as planned, which it didn't (that's research for you, you never know what you'll get - still has some nice results though).
while on the subject of graphics and compression, i've been involved in a bunch of pretty small (file size, not scope) and pretty cool projects over the years. you might want to check out:
those three are based on the same codebase. i wrote large parts of the texture generator, most of the mesh generation code, the 3d engine, the material/lighting systems (there are several), the character animation system, and the executable compressor used to pack them.
oh, and i can type uppercase letters if i really put my mind to it. trust me.
july 2008: first update in ages here. been too busy to spend much time on this page.
the main reason for this page - some coding notes i've written up that may be helpful to you. (note: really gotta upload some more stuff here :)
if the list above isn't enough, then just look at the pouet group page for farbrausch. i did something or other for virtually all released fr prods.
i've been part of the organizing team for the breakpoint demoparty (also on wikipedia) since the first edition in 2003, and head of the competitions team since 2004. we haven't managed a completely delay-free party yet, but we're getting closer every year.
before that, i was also organizer at mekka&symposium, another german demoparty at easter that is the spiritual predecessor of breakpoint; the 2001 and 2002 editions, to be precise.