User:Emhilradim

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A derivative of three names (Emareal, Kissera, and Seradin), Emhilradim is a name which in and of itself holds no meaning whatsoever. An alias for the eCommunity, there is only one user throughout the internet who uses the name.

[edit] About Emhilradim

Emhilradim is a woman of East-Asian descent who was born in Kyoto, in her early 20s (born February 5th, 1985 at exactly 08:35). She is an amateur software developer, who is a specialist in game development. Emhilradim is also an amateur web-developer, as well as an amateur web-designer. While somewhat poor with some aspects of these disciplines (namely artistry such as texturing and 3d modeling), she is not without her merits.

At a young age, she emmigrated to Canada, where she now enjoys citizenship. Emhilradim's highest lifetime goal is to become a professional game developer.

[edit] Software Development

While Emhilradim has not released any software publically (save for a crudely programmed Tic-Tac-Toe application, as well as a Dragon Ball Z-based variant of the "Star Wars Reality" (SWR) MUD codebase), she strives forward towards accomplishing a higher goal. She has spent a great deal of time working on applications in her spare-time, including over ten variants of the SWR codebase for MUDs (Multi-User Dungeons).

She is currently in development of a 3d graphics engine written independently. The graphics engine at this time is unnamed, but she hopes to accomplish some of the higher-tier graphics techniques, such as real-time dynamic light and shadows, and possibly even the use of a MegaTexture. The engine is decidedly to be programmed in OpenGL.

[edit] Inspirations

From a young age, Emhilradim took a great deal of inspiration from John Carmack, which is what inspired her into game development. Playing games such as Wolfenstein 3D, Doom, and Quake pushed her in a direction to knowing just what it is that she would like to do. Idolizing Carmack as an ideal, Emhilradim has adopted the philosophy of patent-free techniques and programming, as well as use of multiple-OS API, such as the OpenGL software library. While harboring no resentment for such APIs as DirectX and OpenAL, it was felt that such API were limiting because of either the license agreements, or the OS-dependencies involved therein.