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diff --git a/index.html b/index.html
index e74ce5e..5649880 100644
--- a/index.html
+++ b/index.html
@@ -4,19 +4,22 @@
James T. Martin
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+
-
James T. Martin
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+ James T. Martin
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+
-
+
TODO: About me.
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+
diff --git a/projects/index.html b/projects/index.html
index ac51d78..21c3e5f 100644
--- a/projects/index.html
+++ b/projects/index.html
@@ -4,56 +4,69 @@
Projects - James T. Martin
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+
-
- I have worked on many things over the years.
- Most of them have been lost to time; many, I've forgotten about entirely.
- I learned to keep backups the hard way.
- Here are some of the highlights (that I can remember):
-
+ I have worked on many things over the years.
+ Most of them have been lost to time; many, I've forgotten about entirely.
+ I learned to keep backups the hard way.
+ Here are some of the highlights (that I can remember):
+
+
+
+
A minecraft clone, with infinite procedural worlds and multiplayer.
+
The Mining Dead, a Fallout-themed zombie apocalypse Minecraft server, based on a custom modpack and a ton of custom code.
+
Scratch projects from elementary school, because why not? Man, I've come a long way as a programmer since then.
+
+
+
+
diff --git a/projects/minecraft-clone.html b/projects/minecraft-clone.html
index aeac5b6..db2fb35 100644
--- a/projects/minecraft-clone.html
+++ b/projects/minecraft-clone.html
@@ -4,32 +4,44 @@
Minecraft Clone - Projects - James T. Martin
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-
- In 2014, while still in middle school, I wrote a Minecraft clone using the Unity game engine and C#.
- It featured:
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-
-
a first-person interactive editable world (duh),
-
infinite procedural map generation using simplex noise,
-
and a custom TCP-based multiplayer protocol.
-
-
- I wrote all of the code myself, from scratch, except for one thing: the mesh generation.
- For that, I began with a mesh generator and optimizer someone else wrote,
- and slowly replaced it with my own code as I learned how it worked.
- Ultimately, my code even produced better meshes
- because my algorithm understood the greater context of the game world better (like chunk boundaries).
-
-
- This was one of my favorite projects. I was very proud of it as a middle schooler.
- Disappointingly, I lost the code when I deleted my old email address,
- which made me lose access to my private BitBucket repositories.
-
-
+
+
+
+
Minecraft Clone
+
+
+ In 2014, while still in middle school,
+ I wrote a Minecraft clone using the Unity game engine and C#.
+ It featured:
+
+
a first-person interactive editable world (duh),
+
infinite procedural map generation using simplex noise,
+
and a custom TCP-based multiplayer protocol.
+
+
+ I wrote all of the code myself, from scratch, except for one thing: the mesh generation.
+ For that, I began with a mesh generator and optimizer someone else wrote,
+ and slowly replaced it with my own code as I learned how it worked.
+ Ultimately, my code even produced better meshes
+ because my algorithm understood the greater context of the game world better (like chunk boundaries).
+
+ This was one of my favorite projects. I was very proud of it as a middle schooler.
+ Disappointingly, I lost the code when I deleted my old email address,
+ which made me lose access to my private BitBucket repositories.
+
+
diff --git a/projects/the-mining-dead.html b/projects/the-mining-dead.html
index 53b3b82..301c203 100644
--- a/projects/the-mining-dead.html
+++ b/projects/the-mining-dead.html
@@ -4,62 +4,71 @@
The Mining Dead - Projects - James T. Martin
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+
-
- This is also from a very long time ago (2012), so my recall is pretty poor,
- which makes it especially difficult to write this article.
-
+
+
+
+
The Mining Dead
+
This page is a work in progress.
+
+ This is also from a very long time ago (2012), so my recall is pretty poor,
+ which makes it especially difficult to write this article.
+
-
-
- The Mining Dead was a series of loosely Fallout-themed Minecraft zombie apocalyse servers,
- featuring high spawns, difficult zombies, radiation, solar flares, decayed cities,
- a desert world generation without trees, crops, animals, grass, or dirt,
- custom player ranks based on zombie kills, a special radio chat system,
- a custom Technic Platform modpack, and a lot of rotten flesh.
- Among other things.
-
-
- Aside from being some of the most fun I've had in my life,
- my takeover of the server's administration and codebase in 2012
- was what kickstarted my programming career and love for Debian GNU/Linux.
- I would not be the person I am today without it.
-
-
- This is my loose attempt at a server chronology.
- This was all a long time ago, so I'm mixing up the order of things a lot.
-
-
-
The original server was founded by Skuli_Steinulf in beta 1.8.
-
- The Tekkit Classic server was founded by Skuli.
- The server had three worlds (inventories were not shared):
+
+ The Mining Dead was a series of loosely Fallout-themed Minecraft zombie apocalyse servers,
+ featuring high spawns, difficult zombies, radiation, solar flares, decayed cities,
+ a desert world generation without trees, crops, animals, grass, or dirt,
+ custom player ranks based on zombie kills, a special radio chat system,
+ a custom Technic Platform modpack, and a lot of rotten flesh.
+ Among other things.
+
+ Aside from being some of the most fun I've had in my life,
+ my takeover of the server's administration and codebase in 2012
+ was what kickstarted my programming career and love for Debian GNU/Linux.
+ I would not be the person I am today without it.
+
+ This is my loose attempt at a server chronology.
+ This was all a long time ago, so I'm mixing up the order of things a lot.
-
The Outlands: The conventional Mining Dead experience.
-
The Frontier: A zombie apocalyse world with normal terrain generation and no radiation.
-
Medieval: A standard Tekkit Classic world.
+
The original server was founded by Skuli_Steinulf in beta 1.8.
+
+ The Tekkit Classic server was founded by Skuli.
+ The server had three worlds (inventories were not shared):
+
+
The Outlands: The conventional Mining Dead experience.
+
The Frontier: A zombie apocalyse world with normal terrain generation and no radiation.
+
Medieval: A standard Tekkit Classic world.
+
+
A short-lived Tekkit Lite server or something might've been in here?
+
Skuli had early access to the Technic Platform. He creates a custom modpack for the server.
+
+ Skuli simultaneously founds a vanilla server,
+ and another server using the custom modpack featuring the Cogs of the Machine mod
+ instead of more conventional high-tech mods like IndustrialCraft 2.
+
+ Skuli abruptly retires from maintaining The Mining Dead.
+ I had no programming experience and no experience with running Minecraft servers,
+ but I took over anyway. I learn as I go.
+
+ TODO: The rest of the chronology, including my multiple servers, the DJ incident,
+ Skuli's second attempt and the ice worlds, the various attempts to succeed me,
+ Skuli's later servers, other servers I made, and Obamallama's servers.
-
-
A short-lived Tekkit Lite server or something might've been in here?
-
Skuli had early access to the Technic Platform. He creates a custom modpack for the server.
-
- Skuli simultaneously founds a vanilla server,
- and another server using the custom modpack featuring the Cogs of the Machine mod
- instead of more conventional high-tech mods like IndustrialCraft 2.
-
-
- Skuli abruptly retires from maintaining The Mining Dead.
- I had no programming experience and no experience with running Minecraft servers,
- but I took over anyway. I learn as I go.
-
-
TODO: The rest of the chronology, including my multiple servers, the DJ incident, Skuli's second attempt and the ice worlds, the various attempts to succeed me, Skuli's later servers, other servers I made, and Obamallama's servers.
-
-
+
+
diff --git a/resume/index.html b/resume/index.html
index 1c617bc..b14630a 100644
--- a/resume/index.html
+++ b/resume/index.html
@@ -4,28 +4,33 @@
Resume - James T. Martin's
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