Hello I am Evan, and I'm based in Montana.
My specialization is in networking, backend, and embedded electronics programming.
In my free time, I enjoy mountain biking and hiking. I'm also looking into rock climbing!
RP2040-based embedded system that emulates a USB HID device for workflow automation
This is an USB rubber ducky workflow program written in C++ utilizing the Arduino mbed Framework made for a RP2040 MCU. By taking advantage of emulating an hid keyboard device, this small program can execute workflows to speed up work. It is intended to work with Linux as your primary operating system
A gamemode aimed to bring a tactical side to combat.
The game splits players into groups of squads sub-divided into fireteams. Squad Leaders communicate with each other to coordinate attacks and hold positions in objectives. The system favors teamwork and will punish players who do not work together. Several alpha and beta tests have been conducted with player feedback being implemented into a roughly 2-week cycle while in active development.

The system relies on real-time projectile calculations using asynchronous threads. The advantage of such a system is timings for gunfire and hit detection are not limited by the default 20-tick main thread. In addition, hitbox calculations are latency compensated and integrated directly into the Raycast API.
Due to the highly rotational nature of the vehicle, quaternions were used to track current position - Taking advantage of the mathematical representation, it allowed me to easily transform local offset vectors to absolute coordinates with respect to rotation.
The menu system upon logging into the server is a mix between first person perspective and an interactive menu. Packet-based removal is applied to nearby players, with a gradual fade in effect when fellow players exit the main menu space. This allows for a seamless transition from battlefield to menu with an easy to use point and click for all menu elements.
A squad creation system before deployment uses a variety of packet update orders to ensure every player can see real-time personalized status. For example, the join buttons will only appear if a player is not currently in a squad.
I took advantage of the client-side implementation of GLSL shaders within resource packs. Utilizing GameTime & detectable server-side parameters, the vignette upon taking damage is animated and optimized to maintain performance. Creating this code within shader pipelines helped me better understand how massively parallel, per-pixel operations are structured and optimized.zed.
"We die in the dark so you can live in the light"
Based off of Task Force on Roblox, it is a game mode where you play as a Mobile Task Force Operative with the objective of carrying out a certain mission or task for the SCP foundation. The missions involve several SCPs and other groups of interest. Operatives are tasked to go on dangerous missions to study the anomalies and gather intel for the foundation.
Mobile Task Force Operatives are tasked to escort a trapped scientist within an infected facility.
Scene I: A group between 2-10 operatives are deployed via helicopter beside the facility entrance. Players are released from the cutscene after given instructions, and enter the facility with lights flashing and alarms going off.
Scene II: Multiple infected are eliminated as the operatives find the elevator shaft broken open and destroyed. they slowly progress down a spiral staircase. At this point, a research lab with computers can be seen, and many dead scientists are found on the ground.
Scene III: The operatives locate the scientist, and have to escort it back while defending the scientist against the infected. At this point, more infected have surrounded them and they have to fight their way out.

A prison break server which hosts a large amount of content
The game has several layers to it. The base layer, Class-D Prisoners, try to escape their containment by a plethora of escape routes. On their journey they can get transported to the SCP sector of the facility. In this section many and anomalous objects and entities can be interacted with. The goal of the Security Personnel is to maintain the prison and contain all SCP's. Their secondary tasks may include capturing Chaos Insurgency and escorting scientists for experiments.
The facility hosts a plethora of SCP's within the containment zones.
The map is in the mountains covered in snow. The facility takes place hidden in Canada near a lake