css-trimmer
A fast CLI tool that uses static analysis to remove unused classes from CSS files. Supports dry-run mode, custom output paths, and multiple source file formats.
Can reduce the size of a 843Â kB file by 44% in ~50 ms.
A selection of projects I've worked on across game development, backend systems, and web technologies.
A fast CLI tool that uses static analysis to remove unused classes from CSS files. Supports dry-run mode, custom output paths, and multiple source file formats.
Can reduce the size of a 843Â kB file by 44% in ~50 ms.
A Go HTTP handler that returns a 100 GB zip bomb. Designed to punish pentesters scraping sites at endpoints that would normally just return a 404. Adapts the payload based on the Accept-Encoding header.
Punishes roughly 300 requests per site per week, with no additional cost.
Mauth (mock auth) is an OAuth 2.0 / OpenID Connect provider for system and system integration tests.
A fully-featured reverb firmware for the kxmx_bluemchen Eurorack module, based on the Daisy Seed. Features remappable controls and built-in filters.
A client for Namecheap's Dynamic DNS service, written in Go.
Flagr is an open-source AB Testing and Feature Flagging microservice. I was hired by Progressive to add features and improve the performance of an inner-source branch of Flagr.
Among other features, I added RBAC, new convenient API methods, and time-based constraint types. I also executed a large refactor of the codebase, resulting in ~80k less total LoC, and a 10x reduction in average response time. I mentored other developers working on Flagr and led teams of contributors in inner-source code jams.
We hope to open-source our branch of Flagr in the near future.
A simple web extension for Firefox and Chrome that searches for all instances of "Benedict Cumberbatch" and replaces them with a funny version.
An experiment to demonstrate dangerously elevated permissions in browser extensions.
Inspired by the talk Micah Silverman gave at KCDC 2021, titled "Blasting Browser Security with Extensions".
An open-source raytracer written in Go with multi-threaded rendering, adaptive workload distribution, procedural textures, and realistic reflections and refractions.
A Python 3 tool to turn an image sequence into a sprite sheet.
A simple, functional market maker bot that tracks prices on third party exchanges. Uses Python multithreading to monitor arbitrage exchanges and place buy/sell orders at configurable slippages. Includes dry-run mode for testing.
A small 2D shaded graphics experiment inspired by the Robokill browser game. Features pre-rendered shaded animated sprites, and animated particles with custom shaders.
A web application for entrepreneurs to find the perfect location for their next business. Uses real estate prices, traffic data, air quality, and business competition data to help optimize location search. Built for the FedCodeathon competition. We got the opportunity to present this app to engineers and executives at the Federal Reserve Bank in Kansas City.
A spiritual successor to the LEGO Shockwave game "The Nightfall Incident". Features combat scenarios with AI opponents and various controllable units.
A quadtree-based IFF (Iterated Function Fractal) renderer in Python. Includes a Kivy application for interactive exploration of Mandelbrot, Julia, and Cactus sets with color ramp support.
Created 3D models and animation of a stadium and crowd for a TV advertisement broadcast on prime-time television. Completed as a freelance project in one week.
Co-hosted and produced a weekly comedy radio show on ECAV Radio, airing each Wednesday at 5 PM with two other hosts.
Led a 5-person team to build a game in 72 hours for the Ludum Dare 35 competition. I directed the design, coordinated with artists, and handled programming.
Built a complete game in 48 hours for the GameJolt Indies VS Gamers competition. I handled design, programming, and art creation using Unreal Engine with GameJolt's leaderboard integration.
Produced a short CGI video in Blender: a glass of water shot by a bullet, played in reverse. Completed all modeling, physics simulation, and rendering in one week.