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<!DOCTYPE html>
<html>
<head> <link rel="shortcut icon" type="image/x-icon" href="favicon.ico">
</head>
<!--
Welcome to my garden on the internet.
_..-:-.._
_..--'' : ``--.._
_..--'' : ``--.._
_..-'' : .'``--.._
_..--'' `. : .' |
| `. _.-''|``-._ .' |
| `. _.-'' | ``-._.' _.-. |
| |`-._ `._.-'' | ;._ | _.-' | |
| | `-._ | _.-| | | `-. | | _.-' |
|_ `-._ | | | | | `-._ | | |_.-' _.-' ..
`-._ `-._| | |. | _.-'-._ `' | _.-' ..::::::..
`-._ | | _|-' * `-._ | _.-' ..::::::::''
`-._ | _|-'.::. \|/ * `-.|.-' ..::::::::''
`-.|.-' *`:::::::.. \|/ * ..::::::::''
\|/ *`:::::::.. \|/ ..::::::::''
\|/ *`:::::::.::::::::''
\|/ *`::::::::''
\|/ `:''
https://asciiart.website/index.php?art=objects/buildings
-->
<style>
body {
font-family: Arial, sans-serif;
line-height: 1.6;
margin: 20px;
}
canvas {
display: block;
}
h1 {
font-size: 28px;
font-weight: bold;
margin-bottom: 10px;
}
h2 {
font-size: 24px;
font-weight: bold;
margin-top: 20px;
margin-bottom: 10px;
}
h4 {
font-size: 20px;
font-weight: bold;
margin-top: 20px;
margin-bottom: 10px;
}
p {
margin-bottom: 16px;
}
ul {
margin-bottom: 16px;
padding-left: 20px;
}
li {
margin-bottom: 10px;
}
a {
color: #0066cc;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
</style>
</head>
<body>
<h1>William Rech</h1>
<img src="me.png" alt="William Rech">
<p>
<a href="resume1.pdf" target="_blank">personal resumé</a><br>
</p>
<img src="construction1.gif" alt=""><img src="construction2.gif" alt="">
<h2>Projects</h2>
<ul>
<li>
<a href="https://dbuf.itch.io/rangoon">Rangoon</a> - a short platformer game made in Go and compiled to webassembly
</li>
<li>
<a href="/projects/whimsymeadow.html">Whimsy Meadow</a> - a fully online multiplayer game written from scratch in Go (backend) and Three.js (frontend)
</li>
<li>
<a href="/projects/pets.html">Kaizomorph: Pets</a> - a simple clicker game written in Go
</li>
<li>
<a href="/projects/dokisort.html">Dokisort</a> - a sorting algorithm visualizer written in Python
</li>
<li>
<a href="/projects/protobuf.html">dreambuffer</a> - a protobuf-based game object storage
</li>
<li>
<a href="/projects/leetcodec.html">leetCodeC</a> - solutions to various leetcode problem sets in C
</li>
<li>
<a href="/projects/okku.html">Fantasy of Okku</a> - a TTRPG
</li>
</ul>
<h2>Interests</h2>
<h4>Machine Learning</h4>
<ul>
<li>Can we construct a Gödel machine whose program synthesis is based on stochastic search and natural selection instead of formal proofs?</li>
<li>Can we define a useful inverse reward function by having an agent move away from a goal rather than towards one?</li>
<li>Could clustering algorithms use fractals to search for related data points by taking advantage of self-similarity and Hausdorff dimensionality?</li>
</ul>
<h4>Information Theory</h4>
<ul>
<li>Can we encode large files (>2MB) with an easily decodable error-correcting format that fits in a space about the size of a QR code?</li>
<li>What is the inverse relationship between compression algorithms and the loglog algorithm?</li>
</ul>
<!--<h2>Writing</h2>
<ul>
<li>
<a href="/writing/fleischman.html">Contra Fleischman on Animal Harm</a>
</li>
</ul>-->
<p>Copyright (c) 2023 William Rech</p>
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.165.0/build/three.module.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 100);
camera.position.set(0, 0, 4);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x000000, 1);
document.body.appendChild(renderer.domElement);
const particleCount = 800;
const geometry = new THREE.PlaneGeometry(0.05, 0.05);
const material = new THREE.MeshBasicMaterial({
color: 0x33aaff,
transparent: true,
opacity: 0.85,
depthWrite: false,
side: THREE.DoubleSide,
});
const particles = new THREE.InstancedMesh(geometry, material, particleCount);
scene.add(particles);
const dummy = new THREE.Object3D();
for (let i = 0; i < particleCount; i++) {
const r = 0.6 + Math.random() * 0.2;
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
dummy.position.set(
r * Math.sin(phi) * Math.cos(theta),
r * Math.sin(phi) * Math.sin(theta),
r * Math.cos(phi)
);
dummy.updateMatrix();
particles.setMatrixAt(i, dummy.matrix);
}
particles.instanceMatrix.needsUpdate = true;
const shellGeom = new THREE.SphereGeometry(1.0, 64, 64);
const shellMat = new THREE.MeshPhysicalMaterial({
transmission: 1.0,
//thickness: 0.5,
roughness: 0.05,
ior: 1.2,
clearcoat: 1,
clearcoatRoughness: 0.1,
envMapIntensity: 2,
side: THREE.DoubleSide,
});
const transmissionMesh = new THREE.Mesh(shellGeom, shellMat);
scene.add(transmissionMesh);
transmissionMesh.add(particles);
function updateBillboards() {
const view = camera.matrixWorldInverse;
const rotation = new THREE.Matrix4().extractRotation(view);
const inverse = new THREE.Matrix4().copy(rotation).invert();
const m = new THREE.Matrix4();
for (let i = 0; i < particleCount; i++) {
particles.getMatrixAt(i, m);
const pos = new THREE.Vector3().setFromMatrixPosition(m);
dummy.position.copy(pos);
dummy.quaternion.setFromRotationMatrix(inverse);
dummy.updateMatrix();
particles.setMatrixAt(i, dummy.matrix);
}
particles.instanceMatrix.needsUpdate = true;
}
function animate() {
requestAnimationFrame(animate);
transmissionMesh.rotation.y += 0.01;
transmissionMesh.rotation.x += 0.005;
updateBillboards();
//controls.update();
renderer.render(scene, camera);
}
animate();
window.addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
</script>
</body>
</html>
</body>
</html>