PUBLIC PROJECTS

Build things that leave the world a little more useful.

I use part of my development time to build, maintain, adapt, and contribute to projects for organizers, communities, learners, and other builders. Some are mine, some are collaborative, and some began with other open-source developers.

02

ORIGINAL OPEN-SOURCE UTILITY · MIT

JumpBox

A deliberately small PowerShell tool for people who connect to the same servers often and are tired of remembering every hostname, account, and command.

Open source

The problem

Repeated server access becomes a pile of copied commands, shell history searches, and credential mistakes. Heavy infrastructure dashboards are excessive when the real need is “show me my servers and connect correctly.”

Who it helps

Developers, homelab operators, small hosting teams, and anyone administering several SSH accounts from Windows.

Working features

  • Discovers server and account definitions from environment files
  • Presents a fast numbered terminal menu
  • Uses built-in OpenSSH or PuTTY when available
  • Keeps real configuration and passwords out of the repository
  • Fails with specific setup guidance instead of cryptic shell errors
  • Ships with example configuration and an MIT license

What support moves forward

  • Connection profiles and favourite targets
  • Safer key-selection and jump-host workflows
  • Cross-platform PowerShell testing
  • Short setup guides for first-time SSH users
03

IN DEVELOPMENT · COMMUNITY PLATFORM

Road Rally

A place for automotive communities to discover safe events, share worthwhile routes, organize groups, and meet around the part of car culture that is actually social.

Building

The problem

Local car communities are scattered across social feeds, private chats, and expired event posts. Useful route knowledge disappears, newcomers struggle to find legitimate groups, and organizers repeatedly rebuild the same information.

Who it helps

Local clubs, event organizers, scenic-drive groups, track-day communities, newcomers, and people looking for responsible ways to enjoy their vehicles with others.

Already built

  • Member profiles, garages, and vehicle details
  • Public events with attendance and organizer workflows
  • Mapped routes, waypoints, descriptions, and difficulty
  • Public and approval-based community groups
  • Messaging, activity feeds, points, and achievements
  • React frontend with a TypeScript API and PostgreSQL data model

What support moves forward

  • Public beta hosting and moderation tools
  • Route safety notes and seasonal closure information
  • Organizer verification and clearer event trust signals
  • Mobile usability and real-community testing in Alberta
04

IN DEVELOPMENT · LEARNING THROUGH PLAY

Anime.js Puzzle Lab

A browser puzzle game where animation is not decoration: movement, timing, and visual feedback are how the player experiments and learns.

Prototype

The idea

Technical learning tools often explain first and engage second. This project reverses that order: give the player something intriguing to manipulate, let them form a theory, then help them understand why it worked.

Who it helps

Young developers, visual learners, teachers looking for interactive examples, and curious people who learn better by trying than by reading another tutorial.

Foundation in place

  • Multi-level challenge and progression structure
  • Server-verified answers rather than cosmetic completion
  • Tiered hints for players who get stuck
  • Session-based progress and seeded starter levels
  • Automated checks for level configuration and solution logic
  • Anime.js motion with PHP, MySQL, HTMX, and AJAX

What support moves forward

  • A polished first public chapter
  • Accessibility and reduced-motion alternatives
  • More puzzle types and clearer learning outcomes
  • Playtesting with people new to web development
05

CONTRIBUTED WORK · UPSTREAM BY PABLO DE LUCCA

Pixel Agents / Codex adaptation

An adaptation of Pixel Agents that explores how local Codex sessions can become visible, understandable, and easier to supervise without sending private work to a remote service.

Contribution

My role

Pixel Agents is an open-source project created by Pablo De Lucca. My work is a local Codex-focused adaptation: preserving upstream attribution while adding provider abstractions, Codex session observation, hooks, and a standalone viewer for my workflow.

Why it matters

AI coding agents are useful but opaque. A visual activity layer can show which agent is reading, writing, waiting, or asking for attention without requiring someone to parse several terminals continuously.

Adaptation work

  • Codex and Claude provider selection behind shared interfaces
  • Local session and hook observation for near-live activity
  • Standalone browser viewer outside the VS Code panel
  • Defensive parsing for evolving local Codex session formats
  • External asset-directory support and modular office assets
  • Preserved upstream licensing, attribution, and compatibility

What support moves forward

  • More reliable Codex state detection
  • Clearer waiting, approval, and error states
  • Agent-to-project assignment and activity history
  • Upstream-friendly patches where the changes generalize
06

LIVE DIGITAL-PRESERVATION PROJECT · PUBLIC RECOVERY ARCHIVE

Millsberry Replay Archive

Recovering and documenting a discontinued virtual world so its pages, games, artwork, and technical history do not disappear with obsolete servers and the end of browser Flash.

Live replay

Why preserve it

Millsberry was part of the childhood internet for many players, but the original service shut down and much of its content became inaccessible. Digital preservation requires more than collecting files: routes, dependencies, browser behavior, and missing server responses must be understood well enough to make the archive useful again.

Who it helps

Former players revisiting a shared piece of internet history, game-preservation researchers, Flash archivists, web historians, and contributors trying to identify or recover missing material.

Recovered and working

  • Indexes 2,187 exact routes, 1,484 assets, and 1,670 recovered page files
  • Serves archived HTML, SWF, image, CSS, JavaScript, XML, PDF, and Unity assets
  • Rewrites historical URLs and Flash parameters for the local replay environment
  • Provides persistent accounts, inventory, shops, Millsbucks, banking, buddies, and shortcuts
  • Includes reconstructed maps for City, Downtown, Lakeview, Golden Valley, and Metro Park
  • Publishes a searchable gallery containing 669 recovered SWF teaser images

What support moves forward

  • Recovering missing game binaries, item artwork, navigation assets, and dependencies
  • Reconstructing score submission, avatar, home, messaging, and event endpoints
  • Testing recovered games against modern Ruffle releases
  • Documenting provenance so official files and generated fallbacks stay distinguishable
  • Hosting the public replay and large preservation archive
  • Building better tools for contributors to identify high-value recovery gaps

WHY DO THIS?

The internet should contain more things made to help, teach, connect, and delight.

Client work pays the bills. Public and contributed work is where I can take a useful problem seriously before it has a business model, or help another developer push a good idea further. Choose a project when you contribute and I’ll direct the support toward time on that work.

Choose what to support ↗