Projects

Things I design, architect, and build outside of work - all solo projects from concept to deployment. Some are polished products I’ve tried to launch, others are explorations, tools I needed, or excuses to learn new tech.

~590 commits across these projects since 2022.


EQRaidBot → 2022 – present

EQRaidBot Dashboard

Guild management platform for EverQuest. Intelligent raid splitting, DKP tracking, attendance management, and Discord integration. 500 users at peak, still live at eqraid.tools .

Stack: Go, Next.js, PostgreSQL, Discord API, Casbin


Fellowship Forge → Nov 2025

Fellowship Forge

Gear optimizer for the game Fellowship. 9 hero classes, 1,893 items across 12 gear slots.

  • Optimizer: Two-pass algorithm — greedy slot selection + local search refinement
  • Stat Scaling: Reverse-engineered formulas (cubic polynomials, R² > 0.99) with 5-tier diminishing returns
  • Gems: 60 types with rank thresholds driving socket allocation
  • Build Import: Combat log parser extracts current loadout
  • Sharing: URL-encoded builds, no accounts needed

Stack: Next.js, FastAPI, PostgreSQL, Playwright


Trading System → Aug – Sep 2025

Trading System ML Pipeline

Algorithmic trading platform. Go for real-time execution and risk enforcement, Python for ML inference over gRPC (2-15ms latency). Currently paper trading.

  • Signals: Dual TCN + LSTM models, 50+ engineered features (RSI, MACD, Garman-Klass volatility, order imbalance)
  • Regime Detection: LSTM classifier (trending/ranging/volatile) — +30% Sharpe, -57% max drawdown in backtests
  • Risk: Half-Kelly position sizing, circuit breakers (daily/weekly/monthly), volume validation filtering 30-40% of losing trades

Stack: Go, Python, gRPC, TensorFlow, TimescaleDB, Redis, Alpaca API


RPG Project → Dec 2025 – present

RPG Project Terrain Pipeline

Open-world RPG inspired by Kenshi, EverQuest, and Factorio. 32km × 32km seamless world (4096×4096 grid, 16M cells).

  • ML Terrain: SD 1.5 fine-tuned via LoRA on real heightmap data (GEBCO, SRTM), edge-conditioned for seamless tiling across 5 continental themes
  • Rust Core: 13k lines via GDExtension — world grid, entity state machines, spatial indexing, ONNX inference
  • Godot Client: 12k lines of pure rendering — clean simulation/client split for future headless server extraction
  • World: 22 biome types, thermal + hydraulic erosion, LOD vegetation streaming

Stack: Godot 4.5, Rust (godot-rs), Python (PyTorch, Diffusers), ONNX Runtime


Smaller Things

This site - Hugo + Coder theme. Statically compiled, minimal JS, dark mode.

I have various other half-finished experiments in my GitHub - parsers, CLI tools, game prototypes. The graveyard of a curious engineer.