Deepwoken.trade
June 2026–Present
A trading marketplace for players of the Roblox game Deepwoken, serving 1,000+ users.
- Built trade listings, item markets, reputation profiles, and trade requests, with Discord OAuth and Roblox account verification.
- Deployed with Docker, AWS, Terraform, and GitHub Actions; later migrated to Oracle Cloud and Supabase PostgreSQL.
Next.js, TypeScript, PostgreSQL, Prisma, Docker, Terraform
Live site (opens in a new tab)Source code is private.
LegendWatch
March 2026–Present
A Java Minecraft client mod for the Hoplite server with 3,000+ downloads across Modrinth and CurseForge.
- Parses public chat events into match state and shows which players hold legendary items in nametags and the tab list.
- Marks predicted item transfers separately from observed crafting events, and clears state when a match ends.
Java, Fabric API, Gradle
GitHub (opens in a new tab)Modrinth (opens in a new tab)CurseForge (opens in a new tab)
An experimental, open-source Python automation client for the Discord card game Karuta, combining card-image OCR with scheduled user-account actions.
- Built the EasyOCR pipeline and workflow coordinator with cooldown handling, independent profiles, and activity logs.
- Packaged it for Windows with PyInstaller; an earlier hosted version had a FastAPI backend with authentication and license keys.
Python, FastAPI, EasyOCR, Selenium, PostgreSQL
GitHub (opens in a new tab)Website (opens in a new tab)
OpsDeck
August 2026–Present
A terminal dashboard and SSH metrics probe for Linux servers, in one native Go binary.
- Collects CPU, memory, disk, network, and container health locally or over SSH, with no web server or metrics database.
- Derives container placement from live Docker state and flags agent heartbeats older than 90 seconds as stale.
Go, Linux, SSH, Docker
GitHub (opens in a new tab)
Slime Physics Sandbox
April 2026
A Unity / C# soft-body physics prototype focused on slime deformation and movement through a 2D environment.
- Developed the body using Rigidbody2D, distance joints, and springs, with shape recovery, compression pressure, and a procedural mesh for deformation.
- Implemented buffered jumping, coyote time, full-body reset, and contact-aware force handling; built a sandbox for slopes, landings, and tight spaces.
Unity, C#, Rigidbody2D, procedural mesh
GitHub (opens in a new tab)A playable build has not yet been published.