Hey! My name is

An experienced cybersecurity analyst and full stack developer with a certificate in penetration testing. Co-Op Computer Science Student at the University of Toronto specializing in Software Engineering, with a major in statistics and minor in astrophysics. Active in CTFs, hackathons, programming competitions, and developing a videogame.

This site is still being ported! More of my projects are listed on my resume

Game Development

Zoomed out chunk generation

Prototype terrain sample

I am currently developing an underground-submarine openworld multiplayer physics inspired game. As a gamer and enjoyer of large, rich maps and depth to gameplay, I would really like to say thats what I started out trying to create. Instead, the story goes that I had this random idea for terrain manipulation. Games like Minecraft and Terraria use squares and cubes, which just feels boring in my opinion. I thought I could do something much more visceral As a sort of tech-demo/proof of concept I programmed a shape that could be modified by boolean geometry operations, mainly union and subtract with a second polygon. This led to a very interesting, but quickly boring "game" to hop around in. However, since I could drill through and place prettymuch any shape I wanted to, it felt like I could "fly" through the land, much like a submarine "flies" through water.

I implemented some modularly built vehicles with use of graphs theory and object oriented programming, and terrain generation using cellular noise. The reason I used cellular noise is because if you look at the lines between cells, they form a network without dead ends. Then by applying an algorithm using a density function on depth I am able to fine tune the width and density of the caves without impacting their interconnectedness. By using this method chunks can generate completely independent of their neighbor, which is optimal.

"Multiplayer is the hardest part of game dev, maybe release that later" I have been told by a lot of people. However, as a hobby-server configurer and network security nerd, I thought I could take it on. I was right, however as a network security nerd I have more layers of firewalls than I do braincells. Every single time I have an issue with networking, its a firewall. Once I found which ports were blocked, yes multiplayer was easy.

The result? I could fly drilling vehicles through terrain, pop out of the ground or into random caves, mine materials, play hide and seek with friends, and even orbit the planet. One of the things important to me in this game was accurate physics: thrust, torque, gravity, mass, all the fun stuff. While I am a physics minor, I am more importantly a heavy player of physics and rocket science games such as Kerbal Space Program. I was able to glide through AP physics simply because it just part of the games world, it included everything we would learn in the classroom. Realistic physics also added to the depth of gameplay I was looking for.

After some formal computer science education, I discovered new ways to more efficiently implement many of the algorithms I had initially generated and rewrote them ...multiple times. Currently everything runs buttery smooth and framerates are high due to efficient caching of unloaded chunks, multithreaded chunk generation, gpu accelerated compute shaders to modify chunk density, enhanced use of object oriented programing and graph algorithms to build massive modular vehicles, authoritative server networking to disable hackers, and other performance tweaks.

So this sounds amazing, where's the game? Well, a game needs graphics, audio, a sound track. As much as I'd love to release it now, its unplayable for these reasons along with a few minor implementations left such as NPC's and reworking the tech tree.

Flying Vehicle

A grid flying through caves

Servers & Networking

Open source and networking hobbies led me to depoly a set of interconnected Linux servers:

Testing Input Response

Testing Input Response

Internal View

Internal View

Building a UAV

I chose to build a drone from scratch for my AP Physics final project. We were given an open ended assignment to build something cool and I wanted a drone. My choice was much more ambitious than the course required, and took quite a while to complete.

For the drones frame I finally had an excuse to purchase a 3d printer. I modelled the frame and arms modularly to support future upgrades and replacements from damage, reducing the cost of operation. Initially I was using some 3d printed torodial propellers due to their higher efficiency and lower sounds usage. Due to safety concerns of the propellers not withstanding tension at higher RPMs and exploding I switched to some generic acrylic propellers I bought. A challenge in designing the frame was leaving enough room to contain the volume of the wires. I went with the Elegoo Neptune 3 as the printer was open-source and had a much better cost-to-utility than proprietary printers such as the Ender series. I am not sponsored I just really like the printer.

The flight computer was the most difficult part to program. Using an ultrasonic distance sensor, gyroscope, and accelerometer the drone has enough information to probably never crash. The autopilot is implemented on an Arduino UNO using a PID controller for stabolization. The autopilot quality is currently impacted every time the drones mass distribution changes, which can be fixed with a reinforcement machine learning algorithm. For the higher level programming such as flight automation, video transmission and WiFi communications I used a Raspberry Pi Pico. There is also a 2.4GHz line of sight receiver for manual control. A future upgrade may contain a SIM card for near-infinite remote control connection, but drone regulations would make this difficult.

The power system is the most physically challenging portion of the drone. The motors took 14.6 Volts, while the UNO microcontroller took 5 Volts, and the Pico and most sensors run at 3.3 Volts. All of the power to the motors ran through the power distribution board, which I modified to also output the lower voltages and used Bidirectional Logic Level Converters to shift between 3.3 and 5V signals where needed. A potential flaw with having all the power coming from the same source is spikes in energy consumption to the motors may cause the microcomputers to receive too little power, which could be fixed with a capacitor. Luckily, I haven't experienced this yet as the 2C discharge rate on the 2.5Ah capacity battery is more than enough. Having a battery this big does mean it takes up about half the internal electronics volume and is half of the drones mass, but it can also maintain full throttle for half an hour making for long flights.

The motors I used were a bit overkill for a 1.1kg drone, as going past 20% throttle sends it shooting through the sky -- which is not a bad issue to have. Here's the technical numbers behind that: I have propellers with a 6cm radius on motors with a 2450KV rating (2450 rpm per volt) at peaking at 14.6 Volts. From this the tip speed is computed to be ~225m/s under no load at max throttle, quite a lot more than what is safe or necessary to get into the air.

Phobos

One of the coolest things I've developed is a game, fully written in assembly.

I say this because it is the perfect intersection of many things I enjoy; low level programming, physics, space, simulation development, and game design. Also small enough of a project that I could complete it in under a couple of months, so another win. I even named the game based on the emulator, as Phobos is a moon of Mars

The instructions for this assignment were very broad, to develop a platformer game in assembly. This left a lot of room for creative freedom, especially due to the loose definition of platformer. With infinite time I would have developed a whole rocket simulator, and used the justification that the launchpad was a platform.

On the technical side this was a very difficult project. There are only about 16 variables actually usable in MIPS, and a lot of them are reserved to specific logical controls under best practice. Then following the many loops and recursive, real-time functionality required extensive and efficient use of the stack. Ideally accessing a few bytes shouldn't strike the fear of low framerates to mind, but the Mars-MIPS emulator I was using was far from efficient.

Notable Features

Probably the most annoying part of this was that the emulator couldn't handle simutaineous key inputs. Fortunately I have over a thousand hours experience landing rockets on the Mün so I was comfortable giving a few unique key inputs per second. I never imagined this is something I would be proud, and I still don't think I am. However, it works.

At this point you may have realized I am a bit of a space nerd. Enjoy this recording I made at 1am demonstrating the features of my game to a TA, compressed to the point that the audio has texture.


The source code is also available for your enjoyment.

Work Experience

Volunteering

I volunteer within the Computer Science, Mathematics, and Statistics department at the University of Toronto as a Computer Science Ambassador to help cultivate interest in the Mathematical Sciences in high school students, as well as providing direction for first year students within the programs.