A site to teach the fundamentals of quantum computing.
A basic 1 qubit quantum circuit simulator running in the browser.
Crudly is a new approach to building a data layer for your applications. The live versioned was abandoned but the backend is open sourced as effectively an HTTP REST layer in front of Postgres.
RustCraft is a Minecraft clone written using Rust and OpenGL.
This was my final year university project. It is written using C++ and OpenGL. The project compared different methods of rendering the "portal" effect as seen in games like Portal. It primarily investigated two methods: one using a framebuffer object and the other a stencil buffer. These two methods were then combined to generate a 3rd hybrid method which I proved to be more optimal than either of the original 2.
Dissertation (Still trying to source this)
Triad was a pixelated 2D top down RPG that I developed with friends while in high school. It's quite close to my heart since it was one of my first real projects and I ended up working on it for a number of years.
Triad V0 was written in C++ and was packed in a single .cpp file (I hadn't realised how to separate code into different files by this point!). The game had primitive WASD movement and you could shoot zombies that chased you around the screen. I can't find any screenshots or any record of the source code.
Triad V1 was written in Java and became much more sophisticated. I worked on it with my friend George who produced pixel art for the game. There was a level editor in which tile based 2D worlds could be created. There were various pieces of gear equiable by the player and they could cast various spells to attack monsters.
Triad V2 is the most sophisticated Triad got and was a solo project again written in Java. I worked on the project for many years and it eventually expanded into many areas. The game had an inifinitely large randomly generated world and a quite advanced lighting and shading engine. In September 2015 I set about refactoring the whole project to add multiplayer. This involved separating out rendering and game logic into separate client and server applications.