Cole Shepherd

Passionate software engineer with experience in full-stack web development and game development.

Work Experience, Education, and Skills

Please visit my LinkedIn Profile for updated work experience, education, and skills.


Personal Projects

Falsetto

Falsetto.app

Online music theory lessons & interactive exercises.

https://falsetto.app

Built with TypeScript, React, Node.js, MongoDB, and Stripe.

TESUnity

Explore the world of Morrowind with a keyboard and mouse or a VR headset in the Unity game engine.

https://github.com/ColeDeanShepherd/TESUnity

Technical Details:

  • Written in C#.
  • Custom loaders for Morrowind's proprietary file formats and for DDS textures.
  • Asynchronous loading of assets on background threads while the viewer is running.
  • Object creation is spread out over several frames to reduce jitter, but executes only on the main thread due to limitations with Unity scripting API.
  • Persistent user-configurable settings.
  • Support for little-endian and big-endian CPUs.
  • Support for VR, courtesy of Yannick Comte.

12 Steps to Navier Stokes

Implementations of the 12 steps in Lorena Barba's course 12 Steps to Navier-Stokes.

Click here to view in your browser.

https://github.com/ColeDeanShepherd/12-Steps-To-Navier-Stokes

Technical Details:

  • Written in C++ with SDL 2.
  • Numerical PDE solvers and linear algebra written from scratch.
  • Supports compilation with emscripten. Try it here!

WitSpur

WitSpur

Interactive tools and media to inspire your mind.

Click here to view.

https://github.com/ColeDeanShepherd/WitSpur

Features:

  • Interactive, shareable, multithreaded fractal renderers.
  • Interactive simple pendulum simulation.
  • Piano sight-reading trainer (incomplete).
  • A Verilog tutorial, taught through executable examples (incomplete).
  • A CSS box-shadow generator.
  • And more!
  • Written with React and TypeScript.

OSFPS

OSFPS

An open-source, Halo-inspired multiplayer FPS.

https://github.com/ColeDeanShepherd/OSFPS

Technical Details:

  • Written in C# with Unity.
  • Client/server networking model with authoritative servers and client-side prediction.
  • Server-side lag compensation to improve hit detection for players with high latencies.
  • Custom, reflection-based RPC and state-synchronization code.
  • Delta-compression of state snapshots.