A Sweet Morning Snack

Completed - Link

A still shot of a plate of honey on crackers sitting on a desk next to a keyboard, in the morning sun.

Technologies Used: Blender, Photoshop

 Made using the Kiara 1 Dawn HDRI from Poly Haven. Done over a few days. It started because I wanted to make a nice custom 60% keyboard model, but I did that within a few hours and decided to make it into a full render. I soon found that the keyboard wasn't visually interesting enough on it's own, so I decided to add in some kind of snack. That snack ended up becoming the focal point of the image, stealing the spotlight from the keyboard.
 The honey was a great opportunity to practice fluid simulation - I had the simulation emitter animated moving back and forth in a way like one might drizzle a sauce on something, and then picked a frame of the honey sim that looked good. The crackers were also simulated just dropping on the plate, to give them the feeling of sitting naturally. The curtains in the background were handled in a similar way. I animated them being moved into place and ran a cloth simulation to get a really natural look.
 This is my second-ever render, done in Blender with the Cycles renderer. The artwork on the keyboard is the famous Japanese woodblock print The Great Wave off Kanagawa by Hokusai.

Veranda Beer


A still shot of a cold beer sitting on a veranda.

Technologies Used: Blender

 Made using the Veranda HDRI and Brown Planks #5 from Poly Haven. Done in a few hours or so, and my first real foray into making a render.

NUS Ripper

Completed - View the DAT - Additional Info - GitHub

Technologies Used: C#, .NET Core, Romanization.NET

 This project took months of work and was done with the logistical assistance of someone else, but the tool itself was made entirely by me. NUS Ripper is a tool for, given a list of Nintendo DSi title IDs and file names: downloading, decrypting, and datting them for archival. This project doesn't enable piracy of any kind, and was made entirely for the purpose of creating a single, really solid DAT for DSi titles.
 A DAT is basically a standardized collection of data for a given system or set of titles. This includes high-level information about things like languages and titles, and low-level information like hashes for each file of a game. Aside from simply preserving game metadata (not actual game files), it exists to allow people to verify their collections of games are correct and clean.
 This was made for the No-Intro database, one such database for cartridge-based system datting.


Completed - Link - GitHub

Technologies Used: Pure C#, .NET Core (no external dependencies)

 Originally made as part of the NUS Ripper project. In the NUS Ripper project, a part of the work was to clean and normalize the oft-mismatched and messy titles from game publishers for submission to the No-Intro database.
 This cleaning involved romanizing Japanese, Chinese, and Korean text. Romanization is the process of converting text written in a different alphabet into a Latin alphabet - the kind you're reading right now. A good example of this would be converting “どうぶつのもり” into “Dōbutsu no Mori” - it's not translation, since that clearly didn't become English, but the process makes it pronounceable to English readers.
 I could have perhaps gone with someone else's library for the task or made some quick code to do it as part of the NUS Ripper project, but instead I opted to make it it's own specialized library, and this is the result. I still plan to add additional languages and romanization systems in the future, but at the moment it already supports Japanese katakana, hiragana, and Kanji, Chinese Hànzì, Korean Hangeul and Hanja, and Russian.
 For each romanization system and language I researched the language & system (for days in some cases) to make sure I had a solid understanding of how exactly the everything worked, to make the romanizations as accurate as possible.
 I love this project - it gives me an excuse to learn more about linguistics and individual languages, and it's really satisfying inputting some text in a language you can't even pronounce, and getting readable, pronounceable text out the other side.
 Another really nice thing about working on this project was that it gave me an opportunity to get some solid practice in with learning CI/CD, and how to set them up efficiently.

PinkyBlue Sylenth Skin


The original Serum skin I replicated. A GIF of the new Sylenth skin I made in action. A still screenshot of the new Sylenth skin I made.

Technologies Used: Photoshop, JavaScript (for automating rotation of knob sprites, etc.)

 I use a skin called PinkyBlue for a synth called Serum, but I also use another synth called Sylenth and I wanted it to match.
 As a result, I chose to make my own version of the skin for Sylenth. About two weeks later, this is what I'd made. Because it uses assets from someone else's skin (since I made it for myself and was more concerned with consistency than distributability), I can't make it available in any way without their permission.
 That said, I am very happy with it and it is serving me well. Every panel, knob, light, and switch of the synth has been re-skinned to match the Serum skin as closely as possible while still feeling like Sylenth.


Completed (kind of - there's still more I want to do with it) - Link

A GIF of steg in-use. A screenshot of the original image and the one with the hidden information side-by-side, showing that they look the same but they are different. A screenshot of the original secret message and the secret message extracted from the image, showing that they are the same.

Technologies Used: Go, Steganography, Bose-Chaudhuri-Hocquenghem (BCH) Codes

 Steganography is the practice of hiding data within other data. In this case, it's hiding data within images. This tool makes it easy to hide any file within any png image, as long as the image has enough room to be able to store the file.
 It allows for plenty of configuration and makes it easy to decide how to balance storage space within the image with how discreet you want the modification to be.
 It's also built to work with different algorithms for storage of the data, and designed to be extensible if I (or anyone else) choose to add new ones.
 Because images are often manipulated and edited, it would be easy to encounter data corruption in this area of use. As a result, I implemented Bose-Chaudhuri-Hocquenghem error-correcting codes as an optional feature to make the solution more robust. These allow it to not only detect if there are any errors in the result, but provided it hasn't been sufficiently corrupted, allow the errors to be corrected.

KeePass PatternPass Plugin

Completed - Link - GitHub

A GIF showing the process of setting up a pattern. A GIF showing the pattern set up during the setup demo.

Technologies Used: C#, Windows Forms

 A plugin for KeePass Password Safe that facilitates the storage and viewing of pattern-based passwords like the ones used on some Android phones.
 I made it because I wanted to be able to store the pattern password for the launcher on my phone.
 To store a pattern in KeePass, there's a context menu option in KeePass for it attached to every password entry. Once clicked, a little matrix appears where you enter the node order. It automatically highlights duplicate node entries and the whole process is quick.
 To view a stored pattern, there's a second context menu option that opens a simple little window that draws out the pattern slowly for you to copy or learn.

KeePass B2Sync Plugin

Completed 2019-11-10(?) - GitHub

A plugin that facilitates synchronization between KeePass Password Safe and Backblaze B2.

Website Max Password Length Index

Ongoing Project - Link

 An incomplete, rough index of 100 or so websites' maximum password lengths. The purpose of which is to document the maximum length many popular websites support, for two main reasons.
 The first of which is for others' convenience, when generating new passwords for sites, since this way they don't have to guess. The second, more important reason, is because password restrictions are often a strong sign of the commitment to security of a company. Given modern technologies in password hashing, there should be no reason to limit passwords in any meaningful way.
 A hashing algorithm takes a string of any length of text, and converts it into a pseudo-unique string of the same length no matter the input. This means that if your password is 256-characters long, if the website is storing it correctly, your password will not take up any more space in their server than someone with an 8-character long password.
 Because of this, if a website has a small maximum password length, there's a solid chance they aren't storing it correctly. If nothing else, it shows that they aren't all that committed to their customers' security.

Skills Canada 2019 Autonomous Robot

Completed - Link - GitHub

A cutout image of Charlie, the robot. A screencap of layout 2. A screencap of layout 3. A screencap of layout 4. A screencap of layout 5.

Technologies Used: C++, VEX Robotics, Image Analysis, AI, Electronics Modding

 In high school, every year my school participated in Skills Ontario competitions, where all kinds of trades and skills were put to the test. One of the competitions they had was for Robotics, and the robotics club worked on robots for it every year. From the first year I took part onwards, there was also an autonomous robot aspect to the competition. This was the part I mainly worked on.
 This was my last year in high school, and my best bot. I wrote all the code and my computer science teacher and I did all the work on this robot, affectionately named Charlie.
 The provincial competition took place from to , and for one of the days I wasn't even able to be there for my robot's runs because I also wrote the programming competition on the same day.
 Despite that, Charlie achieved a near-perfect score and I came in second in the province in programming.
 The actual challenge was to move the coloured blocks to their same-coloured pad entirely autonomously (no remote-control - the robot had to do it all on it's own). The robot had to start on the black pad, and there were 6 different layouts for the positions of the blocks. On each day of the competition, a die would be rolled and that would be the layout to be used that day.
 Work on the robot started September 2018, and went right up to the day of the competition. It made use of a camera for centering on blocks and pads for pickup & drop-off, four line sensors on the bottom to center itself on lines, 2 ultrasonic (distance) sensors for accurately moving specific distances repeatably, and an encoder for every motor for controlled movement and turns.
 That big white ring around the camera is a camping ring light that we re-purposed and modded to be able to trigger from code. This was because we had a lot of issues with calibration and keeping lighting consistent, so it was helpful to have access to a local light source.
 If you'd like to see the source code, you can find it here.

The Green Gaming Library

Completed - Link

A GIF of a game I originally made in PyGame that I later ported to Green, called Arena Shoot (creative name, I know).

Technologies Used: Java, Processing

 A library I worked on in lieu of classwork in school that enables beginners to make 2D games easily and quickly in Processing, in a similar manner to Greenfoot.
 It splits the work between two main classes - World and Actor. The World acts like a scene/environment, and the Actor plays the role of individual items/elements. The library provides support for movement, collisions, sprite-drawing at runtime, input detection, different sprite resizing modes, z-indexing, and more.
 In addition, every single class, method, and property is documented and the complete documentation is freely available.

Automated Snow Day Checker


 In high school, as most do, I loved snow days. Usually we would get a few a year, but the way the school board had set it up it required going to a special website and checking to see if the buses for your region were cancelled for the day.
 While not a particularly arduous process, it was still a pain and I didn't want to have to check all the time.
 My solution was simple. I set up an automated script on my server to run every day from November through April (months where there was any chance of a snow day) and it would wait randomly between 0 and 10 minutes. This way it would look like a normal person checking the website. It then checked the page for a cancellation.
 If it found that buses were cancelled, my server would send me an email with a special subject line, and log the day. I then set up my phone to check for that subject line, and loudly notify me if it got it. This way, anytime there was a snow day I knew without having to check, and I could go back to sleep.
 A nice side effect of running this tool is that I now have a log of every snow day for the duration of my high school career, which I find pretty cool because I like collecting data.


Completed - Link - GitHub

An image showing most of the characters in the typeface.

 A font I made for a game of mine several years ago, because I couldn't find any I liked that were available at no cost.
 I did it in 4 hours or so using the free tool BitFontMaker 2. When I finished it, I put it up as royalty-free and free to use.
 Used in the wonderful little game A Short Hike. As of writing this, it's over 125,000 downloads.

Raspberry Pi Local Server

A screenshot of the main page on my local server. A photo of the Raspberry Pi sitting with the external hard drive.

 This is still an ongoing pet project, but for years I've had a Raspberry Pi 3 Model B I run as a local intranet server.
 It hosts a wide variety of tools and services I have made for myself and my family over the years - to name a few, a database of recipes, a database of links (kind of like bookmarks, but independent of a browser), a local media centre, a note system, a printing utility that prints straight from the webpage instead of having to fuss around with any printers, file dead drops between devices, game utilities, a snow day checker, and more.
 The server also fetches the current weather once an hour, with current tempaerature displayed in the unit the family member is most comfortable with. The weather information is cached on the server, so it all works without takign additional time to load or making unnecessary requests of the weather API.
 In addition to all that, it also hosts a Pi-Hole installation for network-level ad blocking and custom local domain names.


Completed - Link - GitHub

A GIF showing gameplay from the game. A screenshot of a question asking about Lewis Dot Diagrams. A screenshot of a question asking about synthesis reactions. A screenshot of a question asking about balancing equations. A screenshot of a question asking about ionic compound names. A screenshot of a question asking about WHMIS safety symbols. A screenshot of a question asking about single displacement reactions. A screenshot of a question asking about ionic compounds. A screenshot of a question asking about acids and bases. A screenshot of a question asking about Bohr-Rutherford diagrams.

Technologies Used: C#, Unity

 This is a simple game I completed in a week (±½) for Science in Grade 10. It's a simple endless runner style game, except every time you hit an obstacle it asks you a chemistry-themed question. If you get it correct you can keep going, but if you get it wrong it's game-over.
 There's several question categories, then within them multiple questions per category. Every question is entirely randomly generated. From the content of the question (elements, symbols, diagrams) to the answers to the order of the answers to the question categories themselves, every single question is procedurally generated from scratch.
 For the questions involving specific elements, the game works from a built-in database of all elements on the Periodic Table with their categories (metals, non-metals, etc.), atomic numbers, symbols, and ionization numbers, etc. to create valid questions and answers that require actual Grade 10 chemistry knowledge to solve.
 If you'd like to play it, the link to do so is here.

Invasion A.

Completed - Link

A picture of the acid gun. A collage of screenshots of the Ruins map. A picture of the Defender 3X9 turret. A picture of the Flash guns. A picture of the Pinch enemy. A picture of the Shadow sniper rifle. A collage of screenshots of the Triangle map. A picture of the Stinger enemy. My old WolfCode Studios logo. A screenshot of gameplay in the Triangle map. A screenshot of gameplay in the Ruins map. A screenshot of gameplay in the Ruins map. A screenshot of gameplay in the Ruins map.

Technologies Used: C#, Unity, Photoshop, Maya

 Still one of the projects I'm most fond of. It took me about 8 months from start to finish, and I made it when I was 12 or so.
 It's a complete game, made almost entirely by me (code, art, models, maps, gameplay, audio).
 It features: 3 maps, 5 turret types, 6 guns, and 6 enemy types. The only thing it's truly missing is animations, but at the time that was beyond the scope of my little game and I'm not updating it now because I want to leave it exactly as it was.
 Another reason I'm really proud of it is because this project was the project where I taught myself many of the foundational concepts I still use today in programming, as well as some really cool stuff like AI and pathfinding algorithms.