rust backend, example nix container building
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<link rel="stylesheet" href="style.css"
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</head>
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<body>
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<div class="align-right card">
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<p id="HeyIm">Hey! My name is</p>
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<span use:animateTyping={["Jeremy Janella "]} id="jeremymaxxing"></span>
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<p style="padding: 12px;">
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An experienced cybersecurity analyst and full stack developer with a
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certificate in penetration testing.
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<span style="color: orangered;">Co-Op Computer Science Student</span> at
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the <span style="color: orangered;"> University of Toronto</span> specializing
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in Software Engineering, with a major in statistics and minor in astrophysics.
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Active in CTFs, hackathons, programming competitions, and developing a videogame.
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</p>
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<p>
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This site is still being ported! More of my projects are listed on my <a
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href="./resume.pdf">resume</a
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>
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</p>
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<!-- <p>Computer nerd, gamer, mountain biker, adventurer, hard sci-fi enjoyer, ethics enjoyer, swimmer, jumper</p> -->
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</div>
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<div id="Game" class="align-left card">
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<h1>Game Development</h1>
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<div style="float: right; padding: 20px; width: 10vw;">
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<img
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src="/src/lib/game/chunkfunc.webp"
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style="width: max-content;"
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alt="Zoomed out chunk generation"
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/>
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<p class="center">Prototype terrain sample</p>
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</div>
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<p class="indent">
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I am currently developing an underground-submarine openworld multiplayer
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physics inspired game. As a gamer and enjoyer of large, rich maps and
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depth to gameplay, I would really like to say thats what I started out
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trying to create. Instead, the story goes that I had this random idea
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for terrain manipulation. Games like Minecraft and Terraria use squares
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and cubes, which just feels boring in my opinion. I thought I could do
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something much more <i>visceral</i> As a sort of tech-demo/proof of
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concept I programmed a shape that could be modified by boolean geometry
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operations, mainly union and subtract with a second polygon. This led to
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a very interesting, but quickly boring "game" to hop around in. However,
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since I could drill through and place prettymuch any shape I wanted to,
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it felt like I could "fly" through the land, much like a submarine
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"flies" through water.<br /><br />I implemented some modularly built
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vehicles with use of graphs theory and object oriented programming, and
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terrain generation using cellular noise. The reason I used cellular
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noise is because if you look at the lines between cells, they form a
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network without dead ends. Then by applying an algorithm using a density
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function on depth I am able to fine tune the width and density of the
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caves without impacting their interconnectedness. By using this method
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chunks can generate completely independent of their neighbor, which is
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optimal.<br /><br />"Multiplayer is the hardest part of game dev, maybe
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release that later" I have been told by a lot of people. However, as a
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hobby-server configurer and network security nerd, I thought I could
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take it on. I was right, however as a network security nerd I have more
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layers of firewalls than I do braincells. Every single time I have an
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issue with networking, its a firewall. Once I found which ports were
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blocked, yes multiplayer was easy.<br /><br />The result? I could fly
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drilling vehicles through terrain, pop out of the ground or into random
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caves, mine materials, play hide and seek with friends, and even orbit
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the planet. One of the things important to me in this game was accurate
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physics: thrust, torque, gravity, mass, all the fun stuff. While I am a
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physics minor, I am more importantly a heavy player of physics and
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rocket science games such as Kerbal Space Program. I was able to glide
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through AP physics simply because it
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<i>just part of the games world</i>, it included everything we would
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learn in the classroom. Realistic physics also added to the depth of
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gameplay I was looking for.<br /><br /> After some formal computer
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science education, I discovered new ways to more efficiently implement
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many of the algorithms I had initially generated and rewrote them
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...multiple times. Currently everything runs <i>buttery smooth</i> and
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framerates are high due to efficient caching of unloaded chunks,
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multithreaded chunk generation, gpu accelerated compute shaders to
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modify chunk density, enhanced use of object oriented programing and
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graph algorithms to build massive modular vehicles, authoritative server
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networking to disable hackers, and other performance tweaks.<br /><br />
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So this sounds amazing, where's the game? Well, a game needs graphics, audio,
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a sound track. As much as I'd love to release it now, its unplayable for
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these reasons along with a few minor implementations left such as NPC's and
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reworking the tech tree.
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</p>
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<div class="center">
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<img
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src="/src/lib/game/flying.webp"
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style="width: 100%; max-width: 600px"
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alt="Flying Vehicle"
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/>
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<p>A grid flying through caves</p>
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</div>
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</div>
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<div id="Servers" class="align-right card">
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<h1>Servers & Networking</h1>
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<p>
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Open source and networking hobbies led me to depoly a set of
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interconnected Linux servers:
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</p>
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<ul>
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<li>
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<h3>NGINX Reverse Proxy and VPN Server</h3>
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<p>
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This server is the internets access to all of my other servers,
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and the glue holding them together. I was using IPTables briefly
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but have moved to NGINX to forward traffic from specified ports
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onto private servers connected to it. This device doubles as a <a
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href="https://www.wireguard.com/">Wireguard VPN</a
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> server which in the past connected servers on the same virtual
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network, however I have switched to reverse ssh tunnels to connect
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other servers to this one. The VPN is still useful for odd networking
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tasks and troubleshooting.
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</p>
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</li>
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<li>
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<h3>Lightweight Server</h3>
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<p>
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Running on Raspberry Pi, this servers main job is to run
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Subterstrike servers, Minecraft servers, other game servers, and
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this website you're looking at.
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</p>
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</li>
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<li>
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<h3>AI & FTP Server</h3>
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<p>
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A powerful computer with an RX 6950 XT GPU runs my local
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generative AI servers including <a
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href="https://invoke-ai.github.io/InvokeAI/">Invoke AI</a
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>
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for Image Generation,
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<a href="https://ollama.com/?ref=useaiforit">Ollama</a>
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and <a href="https://docs.openwebui.com/">Open-WebUI</a> for LLM
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services. As this is also my primary device with a few spare
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terabytes of NVMe storage it contains a
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<a href="https://en.wikipedia.org/wiki/Vsftpd"
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>VSFTPD file server</a
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>. By the way, this server runs on
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<a href="https://archlinux.org/"><i>Arch Linux</i></a> :)
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</p>
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</li>
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<li>
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<h3>Derelict Laptop Promoted to Server</h3>
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<p>
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An ancient gaming laptop with significantly more computational
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performance than physical durability was promoted to server,
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where it runs my <a href="https://nextcloud.com/about/"
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>Nextcloud</a
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>
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self hosted office suite. While originally this was a 'because I
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can' project, I felt justified when I later saw
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<a
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href="https://www.digitaljournal.com/tech-science/microsoft-says-u-s-law-takes-precedence-over-canadian-data-sovereignty/article"
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>Microsoft announcing USA demands come before Canadian
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privacy</a
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>.
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</p>
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</li>
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</ul>
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</div>
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<div id="UAV" class="align-left card">
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<div style="float: right; padding: 20px; width: 10vw;">
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<img
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src="/src/lib/drone/graphing.jpg"
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style="width: 10vw;"
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alt="Testing Input Response"
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/>
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<p class="center">Testing Input Response</p>
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<img
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src="/src/lib/drone/top.jpg"
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style="width: 10vw;"
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alt="Internal View"
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/>
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<p class="center">Internal View</p>
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</div>
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<h1>Building a UAV</h1>
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<p>
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I chose to build a drone from scratch for my AP Physics final project.
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We were given an open ended assignment to <i>build something cool</i>
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and I wanted a drone. My choice was much more ambitious than the course required,
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and took quite a while to complete.<br /><br />
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For the drones frame I finally had an excuse to purchase a 3d printer. I
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modelled the frame and arms modularly to support future upgrades and
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replacements from damage, reducing the cost of operation. Initially I
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was using some 3d printed torodial propellers due to their higher
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efficiency and lower sounds usage. Due to safety concerns of the
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propellers not withstanding tension at higher RPMs and exploding I
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switched to some generic acrylic propellers I bought. A challenge in
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designing the frame was leaving enough room to contain the volume of the
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wires. I went with the Elegoo Neptune 3 as the printer was open-source
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and had a much better cost-to-utility than proprietary printers such as
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the Ender series. I am not sponsored I just really like the printer.<br
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/><br />
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The flight computer was the most difficult part to program. Using an
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ultrasonic distance sensor, gyroscope, and accelerometer the drone has
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enough information to probably never crash. The autopilot is implemented
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on an Arduino UNO using a
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<a
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||||
href="https://en.wikipedia.org/wiki/Proportional%E2%80%93integral%E2%80%93derivative_controller"
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>PID controller</a
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>
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for stabolization. The autopilot quality is currently impacted every time
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the drones mass distribution changes, which can be fixed with a reinforcement
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machine learning algorithm. For the higher level programming such as flight
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automation, video transmission and WiFi communications I used a Raspberry
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Pi Pico. There is also a 2.4GHz line of sight receiver for manual control.
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A future upgrade may contain a SIM card for near-infinite remote control
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connection, but drone regulations would make this difficult.<br /><br />
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The power system is the most physically challenging portion of the
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drone. The motors took 14.6 Volts, while the UNO microcontroller took 5
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Volts, and the Pico and most sensors run at 3.3 Volts. All of the power
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to the motors ran through the power distribution board, which I modified
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to also output the lower voltages and used Bidirectional Logic Level
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Converters to shift between 3.3 and 5V signals where needed. A potential
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flaw with having all the power coming from the same source is spikes in
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energy consumption to the motors may cause the microcomputers to receive
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too little power, which could be fixed with a capacitor. Luckily, I
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haven't experienced this yet as the 2C discharge rate on the 2.5Ah
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capacity battery is more than enough. Having a battery this big does
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mean it takes up about half the internal electronics volume and is half
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of the drones mass, but it can also maintain full throttle for half an
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hour making for long flights.<br /><br />
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The motors I used were a bit overkill for a 1.1kg drone, as going past
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20% throttle sends it shooting through the sky -- which is not a bad
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issue to have. Here's the technical numbers behind that: I have
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propellers with a 6cm radius on motors with a 2450KV rating (2450 rpm
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per volt) at peaking at 14.6 Volts. From this the tip speed is computed
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to be ~225m/s under no load at max throttle, quite a lot more than what
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is safe or necessary to get into the air.
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</p>
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</div>
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<div id="Phobos" class="align-right card">
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<h1>Phobos</h1>
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<p>
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One of the coolest things I've developed is a game, fully written in
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assembly.<br /><br />
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I say this because it is the perfect intersection of many things I enjoy;
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low level programming, physics, space, simulation development, and game design.
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Also small enough of a project that I could complete it in under a couple
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of months, so another win. I even named the game based on the emulator, as
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Phobos is a moon of Mars <br /><br />The instructions for this
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assignment were very broad, to develop a platformer game in assembly.
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This left a lot of room for creative freedom, especially due to the
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loose definition of platformer. With infinite time I would have
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developed a whole rocket simulator, and used the justification that the
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launchpad was a platform.
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<br />
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<br /> On the technical side this was a very difficult project. There are
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only about 16 variables actually usable in MIPS, and a lot of them are reserved
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to specific logical controls under best practice. Then following the many
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loops and recursive, real-time functionality required extensive and efficient
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use of the stack. Ideally accessing a few bytes shouldn't strike the fear
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of low framerates to mind, but the Mars-MIPS emulator I was using was far
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from efficient.
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</p>
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<h3>Notable Features</h3>
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<ul>
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<li>Raycast collision detection and repositioning</li>
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<li>Sub-pixel velocity and positioning</li>
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<li>Awesome pixel graphics (the rocket shoots fire!)</li>
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<li>High framerates (for a low-performance emulator)</li>
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<li>Enemies shooting at you!</li>
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<li>Loot pickups</li>
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</ul>
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<p>
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Probably the most annoying part of this was that the emulator couldn't
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handle simutaineous key inputs. Fortunately I have over a thousand hours
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experience landing rockets on the <a
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href="https://kerbalspaceprogram.fandom.com/wiki/Mun">Mün</a
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>
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so I was comfortable giving a few unique key inputs per second. I never imagined
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this is something I would be proud, and I still don't think I am. However,
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it works.<br /><br />At this point you may have realized I am a bit of a
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space nerd. Enjoy this recording I made at 1am demonstrating the
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features of my game to a TA, compressed to the point that the audio has
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texture.
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</p>
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<video width="90%" controls>
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<track kind="captions" />
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<source src="src/lib/phobos/demo.mp4" type="video/mp4" />
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Your browser does not support the video.
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</video><br />
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The
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<a href="https://github.com/jjanella/Phobos">source code</a> is also available
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for your enjoyment.
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</div>
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<div class="align-left card">
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<h1>Work Experience</h1>
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<ul>
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<li>
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<h3>Cybersecurity Analyst for Equifax</h3>
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<ul>
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<li>Analyzed Security Posture, Business Risk, Compliance</li>
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<li>
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Supported Vulnerability Management sourced from Penetration
|
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Tests & automated tools
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</li>
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<li>Handled issues, exceptions, and deviations</li>
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<li>
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Provided Security Advisment Services for infrastructure and
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code development
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</li>
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<li>
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Used automated scanning tools, GCP, AWS, shell scripts,
|
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Linux
|
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</li>
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</ul>
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</li>
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<li>
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<h3>Software Developer for Parkside Pool</h3>
|
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<p>
|
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This is a role that didn't exist before me. I was a lifeguard
|
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and swim instructor here, and the pool I worked at was being
|
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swamped with administrative work. Eventually I took on this work
|
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for the money that came with it. For ten hours each week, I
|
||||
would be reading emails, co-ordinating lessons, and sending out
|
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schedules. Creating the schedules was a tedious task, with
|
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siblings at different levels needing back to back lessons,
|
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people not available some days or times, and other various soft
|
||||
and hard requirements. <br /><br /> Soon I found out there is no
|
||||
easy algorithm known for finding solutions to problems with many
|
||||
soft and hard requirements. This is a NP-hard and is described
|
||||
in the
|
||||
<a href="https://en.wikipedia.org/wiki/Nurse_scheduling_problem"
|
||||
>Nurse Scheduling Problem</a
|
||||
>. Fortunately there was a cap of 128 students I could fit into
|
||||
classes per week and the final algorithm was around O(n³) for n
|
||||
swimmers, so the runtime wasn't horrible. <br /><br />
|
||||
Implementing the reception and confirmation of lessons was straightforward
|
||||
enough with a Flask site using Stripe for payments, and Firebase
|
||||
service for sending confirmation emails.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="align-right card">
|
||||
<h1>Volunteering</h1>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
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</div>
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</body>
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</html>
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Block a user