As part of an astronomy course I generated a Herszprung 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’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 the latest version of Sonic Pi 3.2, which has now shipped.
Jorvik is my current Code & Coffee project. It is intended to be a live shader editing tool for Algorave and Interactive applications.
Easy Render is a lightweight sample of how to do simple CPU drawing to a Windows Window.
Mgfx is a teaching framework I’ve used at York Developers. It has a simple support for building 2D and 3D applications in C++, with cross platform support.
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.
Every graphics engineer should write a ray tracer at some point. I’ve done this a couple of times in 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 an easy game to build. This one is part of the MGFX teaching framework.
Boardz was a collection of turn based board games released for iPhone and iPad. It included a server, player matching & 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.
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 is a powerful integrated development environment for shader authoring.
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 & Glint chips.