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.
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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 is a SwiftUI app I built to track my fasts with a suitably nerdy dashboard.
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.
I’ve been learning Morse code, in order to build and use a transceiver. This is a simple app I wrote to help.
I have been making crochet blankets: soft, tactile pattern studies built from repeated stitches, borders, colour changes and patient evenings.
Rezonality is the current iteration of my live coding tool. It is intended to be used for Algorave and interactive applications.
Zing is a simple audio integration library. It is designed to work inside an ImGui app and give you access to various audio features.
As part of an astronomy course I generated a Hertzsprung-Russell diagram from Gaia satellite data.
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.
I added a simple API to the Sonic Pi code base.
I’ve been working on a graph-based synthesizer for some time, as part of my larger live coding project.
I contributed a pair of scopes to Sonic Pi 3.2.
Zep is a lightweight editor, designed to be used inside a 3D engine.
I currently work on the Nsight Graphics Team at NVIDIA.
Easy Render is a lightweight sample of how to do simple CPU drawing to a Windows Window.
Implementing Game of Life is a classic programming challenge.
Recognizing gestures for a spell casting game idea.
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.
Most graphics programmers have played with voxels/Minecraft-style rendering.
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.
Generating mazes in code is a fun challenge.
Every graphics engineer should write a ray tracer at some point. I’ve done this a couple of times in C++, C#, and Python.
Understanding how option trades evolve over time is key to being able to trade them effectively.
Building a Lisp interpreter is an interesting exercise, especially if you are new to functional programming.
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.
MapMindz was a little application I wrote for Microsoft Surface 1.
Boardz was a collection of turn based board games released for iPhone and iPad. It included a server, player matching, async games, and chat.
I like to tinker at game development occasionally; my hex planet app shown here is one such example.
NanoVG is a 2D vector library. I contributed a D3D backend to the effort - just for fun.
An early shader debugger for the DirectX Reference Rasterizer.
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.
FX Composer 2.5 was a powerful integrated development environment for shader authoring.
Texture masking for faster lens flare.
NV Shader Linker was an attempt to build a traditional fixed function graphics pipeline using a series of shader fragments.
My first job at NVIDIA was writing a tool to enable developers to understand vertex and pixel shaders.
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.