Projects
Small systems · Some games · Tooling · Things I've built along the way
MusixBox
2019
Javascript
Jordan Cazamias
Implemented the music algorithm for MusixBox - a procedural music-box-like music player.
I used Perlin noise to stimulate a few different "dimensions" of music - mood and such.
Then, I manually added in some chords and notes, in an organized way so that the algorithm
would know which notes to play when to create the desired effect (as dictated by the
Perlin noise).
Built/building an Entity-Component-System game programming engine
with a quadtree-based collision system and a callback-based GUI system.
This project is equal-parts game development and game engine design.
Built/building a flexible and powerful framework for supporting randomized terrain generation.
Models climate, erosion, and rainfall dynamics in real-time. Also supports
a ray-tracing based shadow engine.
Analyzed weather data from airports by using statistical machine learning models. The model learned
a higher-level sense of climate, and achieved a 15-30% accuracy boost beyond naive methods.
Led a team of five students to code a 4-way multiplayer game including sky and water rendering,
a robust server design, a custom physics engine, and a simple AI. Personally worked on the graphics
engine and integrating all of the components of the final game together.
Distributed Key-Value Store
2016
Python
Austin Byers
Implemented multi-paxos, a distributed algorithm for consistent
and fault-tolerant key-value storage. Multi-paxos is a more efficient
variant of the classic Paxos algorithm.
English Word Dissymmetry
2016
R
C++
A study on word dissymmetry in the English Language through
analyzing word prediction accuracy on a language bigram model
given different amounts of the first or last phonemes in the
word.
Rendered height maps and texture bitmaps with level of detail and deferred rendering algorithms.
Includes render systems for grass, water, and rain; fog effects; and detail-mapping.
Audio Leap
2015
Javascript
HTML/CSS
Leapmotion API
A simple Leapmotion app to play chords depending on user's hand position.
A 2D top down game where you fight ever-multiplying waves of zombies.
A simple app to generate more text in the same style as some given text.
Trained using a bigram language model.
A 3D graphics engine built from per-pixel rendering using SDL,
complete with UV texture mapping, camera movement,
simple collision detection, z-buffering, and simple lighting.
A 3D graphics engine built from per-pixel rendering using SDL,
complete with UV texture mapping, camera movement,
simple collision detection, z-buffering, and simple lighting.
A terminal-based shooter game built from scratch with randomized
enemies and progressively difficult AI. Supports different kinds of
bullets, as well as a multiplayer mode.
A terminal-based flashcard-esque data storage software, with a built-in
find function that lets you search the text of the cards, and a pleasant
scrolling function for optimal viewing.
A simple bullet hell game with a flexible,
stacking upgrade system and randomly generated levels.
Older and in-progress experiments — iOS geofencing in Objective-C, data-visualization
pages, tile-based RPG stuff, terrain simulation in Rust. If you've heard me mention
something that isn't listed here, it's probably a school or work project I can't show
the source for — drop me a line and we can talk about it.