KCDN Content Delivery Network
Last update: 2019-05-26
All These Worlds Tech Demo collection (
for Windows |
for Linux |
for Mac ) [~120MB]
A.T.W. gameplay video [~62MB]
ATW Tech Demos revision 8 is out!
In addition to complete revamp of the sensor system, this release also comes with an experimental Mac OSX build. I literally have no way to test it, so it can be completely broken and I wouldn't know.
Projects in progress
Things I'm currently working on
Once in a while I actually manage to complete a project. Unbelievable, right?
Nixie IoT Clock (2017-2019)
This gadget uses ESP8266 to download time from the Internet, and displays it on a set of four nixie tubes (Russian, type IN-12A.) It can also be configured via web browser.
ESP8266 Development Board (2016)
ESP8266 is a cool ultra-cheap microcontroller with integrated WiFi interface, that can be programmed using Arudino libraries. There are several development boards being sold for this purpose, but it's way more fun to make your own!
My command line version of the old Battleships pen & paper game. It features a computer opponent with 4 levels of difficulty. It uses Windows API to enable advanced command line features like colors. Licensed under GPL.
Download here [for Windows, 0.6MB]
Fixed Microwave (2015)
We've had this Daewoo microwave since 1996. Every button on the control panel is made of this thin plastic foil that bends when pressed. After 19 years of use they've become completely broken. Thankfully, the interface turned out to be a simple matrix keyboard, and it was trivial to connect some substitute buttons, and glue them to the casing just above the display. The buttons are mostly microswitches soldered out from broken computer mice.
Update: The microwave was decommissioned in January 2019
An abandoned personal log. It was supposed to be about electronics, but got distracted with Linux politics. The website is made of static HTML pages generated by a python script. Comments can posted thanks to a special Nginx configuration.
Universal Control Module for Measurement Devices (2014)
A funny little touchscreen device that I made for my thesis project. I believe that the whole idea it represents has been made obsolote by the introduction of cheap WiFi-enabled microcontollers.
Electronic Thermometer (2014)
Started as a project for Microprocessor Systems class, but then I've actually built it and hanged it on the kitchen window. Powered by an AT89C2051 microcontroller, which I've programmed in C using an Arduino Uno as a programmer. It reads the temperature from a DS18B20 digital thermometer, and displays it on a small LED display. It still works as of 2019.
ATC Remake (2011)
The game runs in a web browser and requires a physical keyboard to play. Please read instructions before playing. Click here to play.
Wielki Wyścig (2008 - 2010)
A Battlefield 1942 racing event organized by DZN. It took forever to prepare and came out as badly organized, but was reportedly fun.
- Race map [38MB, requires Battlefield 1942 version 1.6b or 1.61, to install either run the installer or drop the .rfa file in mods/bf1942/archives/bf1942/levels]
- Videos recorded by one of participants: , 
- Event website [in Polish]
- Funny screenshots from development
An attempt to jump-start a Polish mod community for Battlefield 1942. It was a partial success, but is no longer active.
Soviet "Moon" Lander (2008)
A funny little game with MS Paint graphics that I wrote to teach myself Allegro library for C++. It's a Lunar Lander clone, with a small twist that it's the Soviets that do the landing. There are several missions with increasing difficulty. My best time is 8m36s (all levels, single segment, no deaths.)
- Download the game [0.6MB, requires a Windows PC. Linux users can run it with Wine]
Pascal Racer (2006)
A command-line racing game that I wrote for a school project. The Pascal source code is mostly made of anti-patterns, and I strongly recommend against reading it.
On hold or abandoned
Things I once worked on, but were never brought to completion
Arctic Express iteration 2 (2018)
An attempt to resurrect an old project (Arctic Express), this time in Unity. I envision story-driven gameplay with train battles... but we all know where it's going to end, right?
More Stars! (2017-2018)
An effort to remake Stars! as a browser game. Written in Angular2 with Spring Boot backend. It's currently playable, but still early in development.
Procedural Racing Game (2016)
An experimental project that allows you to drive forever on a procedurally generated map. It's actually quite fun, even though it's suffering from some bugs and insufficient variance in map tiles. Also an attempt to learn Unity. No download is available, though I can build it if anyone is interested.
Arctic Express (2015)
An attempt to continue the story told by Transarctica. Written in Java and jME3, the game would feature similar mechanics to the original. Some work was done, but the project was abandoned.
Settlers II Remake (2012)
An attempt to re-make Settlers II, with elements of Civilization, written in C++ with Irrlicht and RakNet. I've started it together with a group of friends from the university, but we had to abandon it because of impending exams.
Spacecraft (Minecraft mod) (2012)
A specification for a realistic space flight modification for Minecraft. It was never made, because no one has that much spare time. The entire thing turned out to be just an exercise in writing a specification.
Download the resulting document.
The Moon (2011)
A very ambitious project written in C++ with IndieLib. It was inspired by Buzz Aldrin's Race Into Space, and was supposed to be a turn-based strategy game about the race into space. Playing as either the Soviets or the U.S., the player would be able to build facilities in their space city, conduct reasearch, build hardware and launch various space missions. I've planned a branching story with multiple endings, based on player's decisions and progress. The project ended with a sudden maulfunction of my laptop while I was developing it.
Battlefield 1947 (Battlefield 1942 mod) (2011)
Space Mod (2010)
An attempt by DZN team to turn Battlefield 1942 into a space combat simulator. It had two factions with several vehicles each, automated capital ships, turrets manned by AI players, and homing missiles (which relied on a very peculiar physics glitch to work.) There was also a 3D radar rendered by an injected DLL, but we never got it to work correctly. Also, our 3D artist, while very talented, refused to make any textures.
- Screenshot gallery
- News articles
Write an e-mail to the user "k" on the domain of this website.