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Updated language use
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papadanku committed Dec 9, 2024
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Expand Up @@ -15,24 +15,16 @@ Programming
Tools
^^^^^

I mainly use open-source software for my development.

Programming Languages
:General: C#, Python
:Markup: Markdown, reStructuredText
:Shaders: High Level Shading Language \(HLSL\), OpenGL Shading Language \(GLSL\)
:Utility: PowerShell
:Learning: Rust

Version Control
:Git: GitHub, GitLab
:Subversion: TortoiseSVN

:Source Code Editors: Notepad++, Visual Studio Code, PyCharm
:Project Management: Redmine
:Documentation Generators: MkDocs, Sphinx
:Research and Development: Zotero, Logseq, draw.io
I utilize open-source software for development.

:Programming languages: C#, Python, Markdown, reStructuredText, HLSL, GLSL, PowerShell
:Version control: Git \(GitHub, GitLab\) and Subversion \(TortoiseSVN\)
:Source code editors: Notepad++, Visual Studio Code, and PyCharm
:Project management: Redmine
:Documentation generators: MkDocs and Sphinx
:Research and development: Zotero, Logseq, and draw.io
:Other: PowerShell Terminal
:Learning: Rust

Experience
^^^^^^^^^^
Expand All @@ -43,49 +35,43 @@ Project Reality: Battlefield 2
:Date: 2021 - Present
:Website: https://www.realitymod.com/

I am a developer for the Project Reality: Battlefield 2 \(PR: BF2\).
As a developer for Project Reality: Battlefield 2, I:

Teamwork
- Communicated with other developers on new features.
- Helped new contributors get started with development.
- Posted development blogs to update the player community on the game's progress.
- Collaborated with other developers on new features
- Assisted new contributors with development
- Published development blogs to update the player community on game progress
- Utilized Redmine for tracking changes and updates, and TortoiseSVN for version control
- Implemented various features, including:

Repository Tool Usage
- Redmine to track changes and updates
- TortoiseSVN as version control

HLSL: Updates
HLSL updates
- Rewrote shader codebase to Shader Model 3.0
- Ported shader assembly to programmable shaders
- Rewrote post-processing suppression, thermal pixelation, and water reflection

- Ported shader assembly to programmable shaders
- Ported multitexture blending passess to programmable shaders

- Post-processing suppression
- Thermal pixelation
- Water reflection

HLSL: Implementations
HLSL implementations
- 16x anisotropic filtering support
- Complete per-pixel lighting
- Distance-based fog
- Logarithmic depth buffering
- Offmap terrain procedural sampling
- Valve Software's `Half-Lambert Lighting <https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf>`_
- Valve Software's Half-Lambert Lighting

Python: Implementations
Python implementations
- Python-generated dynamic AI view distance setting
- Reformatted codebase to fit closer to PEP\-8 standards
- Extended bot loadout to spawn with standard **and** alternate kits
- Randomized bot loadout kits via Python
- Reformatted codebase for PEP-8 standards
- Extended bot loadout to spawn with standard and alternate kits
- Optional randomized bot loadout kits via Python

`RealityDocs <https://gitlab.com/realitymod/public/RealityDocs>`_
Porting the team's modding documentation into a static documentation site.
- Maintained and contributed to several related projects, including:

`RealityShaders <https://github.com/realitymod/RealityShaders>`_
Maintained an open-source repository for Project Reality's updated shaders.
`RealityDocs <https://gitlab.com/realitymod/public/RealityDocs>`_
Ported the team's modding documentation into a static documentation site

`RealityUDL <https://gitlab.com/realitymod/public/realityudl>`_
Updated Project Reality's language support for Notepad++.
`RealityShaders <https://github.com/realitymod/RealityShaders>`_
Maintained an open-source repository for Project Reality's updated shaders

`RealityUDL <https://gitlab.com/realitymod/public/realityudl>`_
Updated Project Reality's language support for Notepad++

Projects
^^^^^^^^
Expand All @@ -96,82 +82,72 @@ ReShade Shaders
:Date: 2020 - Present
:Repository: https://github.com/papadanku/CShade

Created **CShade**, a library of image and video processing shaders. **CShade** contains ported and in-house shaders.

:AMD FidelityFX Ports: - `FidelityFX Lens <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_lens/>`_
- `FidelityFX Contrast Adaptive Sharpening \(CAS\) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_contrast-adaptive-sharpening/>`_
- `FidelityFX Robust Contrast Adaptive Sharpening \(RCAS\) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_super-resolution-upscaler/#robust-contrast-adaptive-sharpening-rcas>`_
:Anti-Aliasing: - `Fast Approximate Anti-Aliasing \(FXAA\) <https://en.wikipedia.org/wiki/Fast_approximate_anti-aliasing>`_
- `Directionally Localized Anti-Aliasing \(DLAA\) <http://www.and.intercon.ru/releases/talks/dlaagdc2011/>`_
:Camera Effects: Autoexposure, Dual-Kawase Bloom, Lens Effect, Vignette
:Color Conversions: Chromaticity Space, Polar Coordinate Space, Grayscale
:Convolutions: Gaussian Blur, Edge Detection, Sharpening
:Local Normalization: Census Transform, Local Contrast Normalization
:Motion Estimation: Hierarchical Lucas-Kanade Optical Flow
:Post-Processing: Backbuffer Blending, Letterbox
:Video Effects: Datamoshing, Motion Blur, Vector Lines
I created **CShade**, a library of image and video processing shaders, which includes:

- **AMD FidelityFX ports**

- `FidelityFX Lens <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_lens/>`_
- `FidelityFX Contrast Adaptive Sharpening \(CAS\) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_contrast-adaptive-sharpening/>`_
- `FidelityFX Robust Contrast Adaptive Sharpening \(RCAS\) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_super-resolution-upscaler/#robust-contrast-adaptive-sharpening-rcas>`_

- **Anti-Aliasing**

- `Fast Approximate Anti-Aliasing \(FXAA\) <https://en.wikipedia.org/wiki/Fast_approximate_anti-aliasing>`_
- `Directionally Localized Anti-Aliasing \(DLAA\) <http://www.and.intercon.ru/releases/talks/dlaagdc2011/>`_

- **Camera effects:** Autoexposure, Dual-Kawase bloom, lens effect, and vignette.
- **Color conversions:** Chromaticity space, polar coordinate space, and grayscale.
- **Local Normalization:** Census Transform and Local Contrast Normalization.
- **Convolutions:** Gaussian blur, edge detection, and sharpening.
- **Motion estimation:** Hierarchical Lucas-Kanade optical flow.
- **Post-processing:** Backbuffer blending and letterbox.
- **Video effects:** Datamoshing, motion blur, and vector lines.

ReadShade
"""""""""

:Date: 2024 - Present
:Repository: https://github.com/papadanku/ReadShade

- Launched a documentation site for ReShade-related support using MkDocs.
- Collaborated with `Depth3D <https://blueskydefender.github.io/Depth3D/>`_ to create a documentation site.
I launched a documentation site for ReShade-related support using MkDocs and collaborated with Depth3D to create a documentation site.

PythonicEngine
""""""""""""""

:Date: 2023
:Repository: https://papadanku.github.io/PythonicEngine/
:Repository: https://github.com/papadanku/PythonicEngine

I spent the a weekend in 2023 following `Coder Space's Python 3D Engine Series <https://youtube.com/playlist?list=PLi77irUVkDav8GLrZSVZiPPHvVa-RjJ-o>`_. Here are the things I learned about.
I spent a weekend in 2023 following `Coder Space's Python 3D Engine Series <https://youtube.com/playlist?list=PLi77irUVkDav8GLrZSVZiPPHvVa-RjJ-o>`_ and learned about:

Day 1
- Adding geometry, basic lighting, and a camera to a scene
- Best practices: mipmapping, gamma-correction, code refactoring
- Fundamentals of the OpenGL pipeline, from the CPU to the GPU
- Using ``PyGame``, ``ModernGL``, and ``PyGLM`` to make an engine
- Differences between Vertex Buffer Objects \(VBOs\) and Vertex Array Objects \(VAOs\)
- Adding geometry, basic lighting, and a camera to a scene
- Best practices: mipmapping, gamma-correction, and code refactoring
- Fundamentals of the OpenGL pipeline
- Using PyGame, ModernGL, and PyGLM to make an engine
- Differences between Vertex Buffer Objects \(VBOs\) and Vertex Array Objects \(VAOs\)

- A VBO is a boxs with items
- A VAO is the box's manual on how to interpret its items

Day 2
- Code refactoring through polymorphism
- Creating a skybox
- Plane-based skyboxing

Day 3
- Creating smooth shadowmapping

Day 4+
- Using Sphinx to generate documentation for this project
I also learned about code refactoring through polymorphism, creating a skybox, plane-based skyboxing, and smooth shadowmapping, and used Sphinx to generate documentation for the project.

----

Content Creation, Social Media Management
-----------------------------------------

Tools
^^^^^

Used various hardware and software to create content for social media channels. A mix of freemium and open-source software.
I utilized a range of hardware and software to create content for social media channels.

Hardware
:Camera: Sony Alpha 6000
:Lens: Sony SELP 1650

Software
`OBS Studio <https://obsproject.com/>`_
Desktop recording, media muxing
Desktop recording and media muxing

`yt-dlp <https://github.com/yt-dlp/yt-dlp>`_
Media downloading, media conversion
Media downloading and conversion

Video Production
- `Blender Video Sequence Editor \(2015 -> 2020\) <https://www.blender.org/features/video-editing/>`_
- `Davinci Resolve \(2020 -> Preset\) <https://www.blackmagicdesign.com/products/davinciresolve>`_
- `Blender Video Sequence Editor <https://www.blender.org/features/video-editing/>`_ \(2015 - 2020\)
- `Davinci Resolve <https://www.blackmagicdesign.com/products/davinciresolve>`_ \(2020 - Present\)

Media Conversion
- `FFmpeg <https://ffmpeg.org/>`_
Expand All @@ -187,18 +163,20 @@ Project Reality: Battlefield 2
:Instagram: https://www.instagram.com/projectrealitymod/
:YouTube: https://www.youtube.com/@ProjectRealityMod

- Engaged with the community regarding feedback on the game.
- Created short video content for promoting Project Reality's development.
As a social media manager for Project Reality: Battlefield 2, I:

- Engaged with the community to gather feedback on the game
- Created short video content to promote Project Reality's development, including:

Short 1
- https://www.facebook.com/realitymod/videos/2024-update-reveal-1-shorts/355546420818308/
- https://www.instagram.com/projectrealitymod/reel/C4nDvMzMEBM/
- https://www.youtube.com/shorts/CtcVkypMKLE
:Facebook: https://www.facebook.com/realitymod/videos/2024-update-reveal-1-shorts/355546420818308/
:Instagram: https://www.instagram.com/projectrealitymod/reel/C4nDvMzMEBM/
:YouTube: https://www.youtube.com/shorts/CtcVkypMKLE

Short 2
- https://www.facebook.com/realitymod/videos/2024-update-reveal-2-shorts/1612029272964840/
- https://www.instagram.com/projectrealitymod/reel/C5YIZiNBViH/
- https://www.youtube.com/shorts/1mmFA_XHZg0
:Facebook: https://www.facebook.com/realitymod/videos/2024-update-reveal-2-shorts/1612029272964840/
:Instagram: https://www.instagram.com/projectrealitymod/reel/C5YIZiNBViH/
:YouTube: https://www.youtube.com/shorts/1mmFA_XHZg0

Personal Social Media
^^^^^^^^^^^^^^^^^^^^^
Expand All @@ -207,7 +185,9 @@ Personal Social Media
:YouTube: https://www.youtube.com/@papadanku
:Instagram: https://www.instagram.com/paulinyourwall/

- Maintained a YouTube page for promotional and personal videos.
- Used a note-based template system through `Logseq <https://logseq.com/>`_ to streamline filling out information for video content.
- Engaged with the audience and reflected feedback.
- Used YouTube Analytics to monitor audience data.
As a personal social media manager, I:

- Maintained a YouTube page for promotional and personal videos
- Utilized a note-based template system through `Logseq <https://logseq.com/>`_ to streamline content creation
- Engaged with the audience and reflected feedback
- Monitored audience data using YouTube Analytics

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