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A byte-for-byte matching decompilation of
Spyro the Dragon (PS1, NTSC,
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A small, portable WebAssembly build of the DOOM engine: a pure state machine you feed inputs into and get video and audio out of, with little to no dependencies to run. Play it at themagicalkarp.github.io/wasmdoom, or check out wasmdoom-examples for projects built on top of it, like emoji-doom, which plays DOOM in your terminal rendered as emojis 😈. |
A CPU-based ray tracer written in Rust, built while working through the Ray Tracing in One Weekend book series. Scenes are defined in TOML and rendered from the command line.
A collection of GLSL shaders written to explore the rendering pipeline: ray marching, volumetric clouds, and refraction with chromatic dispersion. Runs in the browser at shaders.sheehy.network.
A running log of my Blender work: 3D modeling, shading, and lighting studies made in short daily bursts since 2024. Each project keeps its references alongside a sequence of renders, so the repo reads as a progression rather than a gallery of finished pieces.
A Pokémon Emerald ROM hack built on the game's decompilation. Adds quality-of-life improvements (nature, EV, and IV display in the summary screen), rebalanced moves, and increased challenge, while preserving the look and feel of the original game. |
An implementation of Floyd–Steinberg dithering in Go, reducing images to a limited palette by diffusing each pixel's quantization error onto its neighbors. |
A NES demo written in 6502 assembly, built to learn how the NES actually works. The ROM shows off basic graphics and audio capabilities, and you can play it in your browser at nes.sheehy.network. |
A ray-marched 3D renderer that runs entirely in your terminal, written in Zig. Orbit the camera, zoom, and flip between multiple animated scenes, all in ASCII. |
A simple and ergonomic Go library for implementing and using iterators.
Ships an easy-to-implement |
















