Webscape (May 2025 - Present)

I am a life-long player of Runescape.

This is my attempt at making a game of the same style. MMO, low tick rate, tilebased and in-browser, just like the good ol' days.

Broxy (April 2026)

Broxy (short for Bedrock proxy) was a small LLM proxy designed to sit in front of AWS Bedrock and provide a range of open standard LLM/Agent APIs, essentially allowing you to connect any local running agent to any model available in Bedrock.

It solved an immediate need in our organisation when we couldn't obtain standard subscriptions to common coding agents. We have since obtained such subscriptions though, so this project is discontinued.

QCFundamentals (May 2024 - November 2024)

A site to teach the fundamentals of quantum computing.

Qubit Simulator (Mar 2024)

A basic 1 qubit quantum circuit simulator running in the browser.

Crudly (Feb-Nov 2023)

Crudly is a new approach to building a data layer for your applications. The live version was abandoned but the backend is open sourced as effectively an HTTP REST layer in front of Postgres.

RustCraft (2020)

RustCraft is a Minecraft clone written using Rust and OpenGL.

Methods for Rendering Portals (2019)

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.

Triad (2011-2018)

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 (2011)

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 (2012-2013)

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.

Code

Triad V2 (2013-2018)

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.

Code