Benedikt Krimmel

Bachelor Thesis

My bachelor thesis was on spatial partitioning schemes for direct volume rendering with null-collision based algorithms. I wrote a decently complex tool in C++ using OpenGl for everything I discussed in the thesis.

At the moment I’m not entirely sure whether I may and/or should publish the source code for this.

Inactive

Counter-Strike: Source

I’ve been active in the scene around CS:S bhop in the past and written several mediocre sourcemod plugins. I haven’t been active in this community or worked on this seriously in more than 5 years. Thus, most of this stuff was written when I was 14-17, so make of that what you will.

Discord Chat Relay

This was a plugin that utilized a discord API wrapper to relay in-game chat messages to and from a discord chat channel. It also allowed for relaying chat messages bewteen multiple gameservers running sourcemod using the websocket extension. Since the discord API has changed many times since this was written and I don’t think the API wrapper plugin is actively maintained, getting this to work is most likely more trouble than a complete rewrite. Also the websocket extension didn’t support secure websockets back then (I don’t know if it does now) so using that part over the network might be a considerable security risk.

Strafetrainer

Without getting into any details, this plugin compares your movement inputs to the ideal inputs for optimal speed gain in real time. I never thought it was very useful as the latency was always too high for me to get any use out of it. However, apparently this is still used by some people in the community which is kind of confusing to me.

Timer

This is a very incomplete ‘plugin’ that handles a bhop-type gamemode on a Counter-Strike: Source server. The interesting thing about this project is that unlike my other sourcemod plugins, this is a sourcemod extension written in C++. This introduces a bunch of boilerplate code and hackery that is usually abstracted away by sourcemod’s plugin interface. However it allows for object oriented abstractions and more direct access to the engine.