Gino  van den Bergen Author of Evaluating Organization Development

Gino van den Bergen

Programmer / Director

Gino has been involved professionally with interactive physics since the beginning of this century. He developed the SOLID collision detection library that has been applied in top-selling game console titles, such as the Formula One series for PlayStation2. He currently works as contract programmer and technical director on 3D visualization and game projects.


    Collision Detection, Physics-based Simulation, Inverse Kinematics, Computer Graphics, Solid Modeling, Real-time Networking

Areas of Research / Professional Expertise

    3D Gaming and Virtual Worlds



Featured Title
 Featured Title - Game Physics Pearls - 1st Edition book cover


GDC09: why game developers benefit from dual numbers

Published: Sep 14, 2012

Hear me evangelizing dual numbers in C++ for automatic differentiation and line geometry. This has been posted on an Intel blog.

Procedural real-time landscape Sony Playstation 3

Published: Sep 14, 2012

This is some footage from a terrain engine I worked on together with Ebor Folkertsma (programmer) and Kim Goossens (art director) for SCE London. The world is 40K x 40K kilometers and is non-repeating. It contains four different seamlessly blended vegetation types (jungle, desert, highlands, mountains) that seamlessly blend. Everything is procedurally generated from a 20MB data set.