From 5ac5e2e232a8efbb89ef0af27db4ae6e80f210eb Mon Sep 17 00:00:00 2001 From: papadanku Date: Sun, 8 Dec 2024 17:53:51 -0700 Subject: [PATCH] Updated language use --- doc/index.rst | 186 ++++++++++++++++++++++---------------------------- 1 file changed, 83 insertions(+), 103 deletions(-) diff --git a/doc/index.rst b/doc/index.rst index d0b9c64..004ed08 100644 --- a/doc/index.rst +++ b/doc/index.rst @@ -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 ^^^^^^^^^^ @@ -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 `_ + - 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 `_ - Porting the team's modding documentation into a static documentation site. +- Maintained and contributed to several related projects, including: -`RealityShaders `_ - Maintained an open-source repository for Project Reality's updated shaders. + `RealityDocs `_ + Ported the team's modding documentation into a static documentation site -`RealityUDL `_ - Updated Project Reality's language support for Notepad++. + `RealityShaders `_ + Maintained an open-source repository for Project Reality's updated shaders + + `RealityUDL `_ + Updated Project Reality's language support for Notepad++ Projects ^^^^^^^^ @@ -96,67 +82,57 @@ 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 `_ - - `FidelityFX Contrast Adaptive Sharpening \(CAS\) `_ - - `FidelityFX Robust Contrast Adaptive Sharpening \(RCAS\) `_ -:Anti-Aliasing: - `Fast Approximate Anti-Aliasing \(FXAA\) `_ - - `Directionally Localized Anti-Aliasing \(DLAA\) `_ -: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 `_ + - `FidelityFX Contrast Adaptive Sharpening \(CAS\) `_ + - `FidelityFX Robust Contrast Adaptive Sharpening \(RCAS\) `_ + +- **Anti-Aliasing** + + - `Fast Approximate Anti-Aliasing \(FXAA\) `_ + - `Directionally Localized Anti-Aliasing \(DLAA\) `_ + +- **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 `_ 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 `_. Here are the things I learned about. +I spent a weekend in 2023 following `Coder Space's Python 3D Engine Series `_ 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 @@ -164,14 +140,14 @@ Hardware Software `OBS Studio `_ - Desktop recording, media muxing + Desktop recording and media muxing `yt-dlp `_ - Media downloading, media conversion + Media downloading and conversion Video Production - - `Blender Video Sequence Editor \(2015 -> 2020\) `_ - - `Davinci Resolve \(2020 -> Preset\) `_ + - `Blender Video Sequence Editor `_ \(2015 - 2020\) + - `Davinci Resolve `_ \(2020 - Present\) Media Conversion - `FFmpeg `_ @@ -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 ^^^^^^^^^^^^^^^^^^^^^ @@ -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 `_ 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 `_ to streamline content creation +- Engaged with the audience and reflected feedback +- Monitored audience data using YouTube Analytics