RSSAmplifier

Blog

ChrisMaughan.com

Recent content on ChrisMaughan.com

chrismaughan.comRSS feed ↗41 posts

Latest posts

Draxul

Draxul is an experimental Dark Factory agentic project: a universal console shell, a Neovim GUI, and a city-as-code visualization, all wrapped in a cross-platform HDR renderer.

Geek Fast

Geek Fast is a SwiftUI app I built to track my fasts with a suitably nerdy dashboard.

First Contact DCRX

First Contact DCRX is my home-built QRP CW transceiver, documented in a 29-video build log from early receive tests through to the first QSO.

Morse

I’ve been learning Morse code, in order to build and use a transceiver. This is a simple app I wrote to help.

Crochet Blankets

I have been making crochet blankets: soft, tactile pattern studies built from repeated stitches, borders, colour changes and patient evenings.

Rezonality

Rezonality is the current iteration of my live coding tool. It is intended to be used for Algorave and interactive applications.

Zing

Zing is a simple audio integration library. It is designed to work inside an ImGui app and give you access to various audio features.

Gaia Hertzsprung-Russell Diagram

As part of an astronomy course I generated a Hertzsprung-Russell diagram from Gaia satellite data.

Crypto Bot

The nice part of crypto currency is how easy it is to talk to the exchanges and gather data. This project scans cryptocurrency futures for opportunities.

Sonic Pi Shader

I added a simple API to the Sonic Pi code base.

MAudio

I’ve been working on a graph-based synthesizer for some time, as part of my larger live coding project.

Sonic Pi

I contributed a pair of scopes to Sonic Pi 3.2.

Zep

Zep is a lightweight editor, designed to be used inside a 3D engine.

Nsight Graphics

I currently work on the Nsight Graphics Team at NVIDIA.

Easy Render

Easy Render is a lightweight sample of how to do simple CPU drawing to a Windows Window.

Game Of Life

Implementing Game of Life is a classic programming challenge.

Gestures

Recognizing gestures for a spell casting game idea.

Mgfx

Mgfx is a teaching framework I’ve used at York Developers. It has simple support for building 2D and 3D applications in C++, with cross platform support.

Voxels

Most graphics programmers have played with voxels/Minecraft-style rendering.

Connect4

At the York Code Dojo, we spent an evening writing a connect 4 player. We pitched the results against each other to see which could play the best.

Mazes

Generating mazes in code is a fun challenge.

Ray Tracer

Every graphics engineer should write a ray tracer at some point. I’ve done this a couple of times in C++, C#, and Python.

Stocks

Understanding how option trades evolve over time is key to being able to trade them effectively.

Scheme

Building a Lisp interpreter is an interesting exercise, especially if you are new to functional programming.

Asteroids

Asteroids is a fun and friendly game to build, mostly because every feature is visible the moment it works. This one is part of the MGFX teaching framework.

Emperor Constantine

MapMindz

MapMindz was a little application I wrote for Microsoft Surface 1.

Nell

Silas

The Minster

We are Family

Boardz

Boardz was a collection of turn based board games released for iPhone and iPad. It included a server, player matching, async games, and chat.

Game

I like to tinker at game development occasionally; my hex planet app shown here is one such example.

NanoVg (D3D Backend)

NanoVG is a 2D vector library. I contributed a D3D backend to the effort - just for fun.

Early Shader Debugger

An early shader debugger for the DirectX Reference Rasterizer.

DXSAS

To support our developers in implementing DXSAS shader semantics, I developed an example tool that implemented the SAS processing and allowed you to combine full screen effects.

NVIDIA FX Composer

FX Composer 2.5 was a powerful integrated development environment for shader authoring.

Lens Flare

Texture masking for faster lens flare.

NV Shader Linker

NV Shader Linker was an attempt to build a traditional fixed function graphics pipeline using a series of shader fragments.

NVIDIA Effects Browser

My first job at NVIDIA was writing a tool to enable developers to understand vertex and pixel shaders.

DX Driver

At 3DLabs, I ran the DirectX Driver team. I worked on DirectX 2, 3, 5, 7 and 8 drivers - mostly for Permedia and Glint chips.