Cody Bloemhard
About

Name: Cody Bloemhard

Occupation: CS Student, Utrecht University

Interests: Programming, Computer Science, Art

Location: Utrecht, The Netherlands

Summary
I have enjoyed programming since i was young. I used to make games in my free time. I studied Game Development at the University of the Arts Utrecht (HKU) for a year before i decided to study Computer Science at Utrecht University. I have worked on all kinds of things including 2D and 3D games, game engines, rendering engines, GPGPU, command line applications, open source libraries, android apps, data processing tools, experimental prototypes, interactive electronic devices, AI's, procedural generated content, audio applications and algorithmic composition. I care about combining art and programming and I support the philosophy, use and development of free open source software. My preferred programming language is Rust.
Redirections

Email me at codybloemhard@gmail.com

Find lots of projects and code on Github

Some videos of mostly projects on Youtube

Skills

programming languages

Rust, C#, GLSL, Python, Kotlin, C++, Java, Haskell, C

natural languages

Dutch(native), English(proficient), Japanese(learning)

other languages

HTML, CSS, LaTeX, Markdown

frameworks

Unity3D, OpenGL, OpenCL, Monogame, Arduino, GameMaker

editors/tools

Git, NeoVim, VSCodium, Visual Studio

subjects

CLI, Games, Graphics, AI, procedural generation, Art

os

Artix Linux, Arch Linux, Void Linux, Windows

Projects
Linux Rice

Summary: My Linux configuration installed with a script.

Stack: Linux, Shell

Year: 2019 - current


This is the script I use to set up my system. It installs and configures it up from a bare TTY. There is an maintained Artix Linux version and an old Void Linux version. The major components are i3, dmenu, shapebar, st. Programs such as St, Dmenu, shapebar have patches applied and code edited. It supports live theme switching.

source demo on youtube
Paclog

Summary: A CLI tool to query the pacman log file.

Stack: Rust

Year: 2023, 2024


A tool to query the pacman log flie. Makes the data human-readable. Read up on statistics and package history. Useful when fixing problems or cleaning up the system.

source
Editimg

Summary: Image editing software for a keyboard-based workflow.

Stack: Rust

Year: 2023, 2024


A program to do simple image editing that integrates with a keyboard-based workflow. For people who use a tiling window manager and often do work in terminals and vim. Scriptable to be efficient at user specific tasks.

source
Eliza

Summary: A custom keyboard I designed and made.

Stack: QMK

Year: 2022


It's a stacked acrylic ergo keyboard with a copper plate. Designed to not have key stabilizers and only has 42 keys. Handwired to an Elite C v4 and build with Gateron Ink Black V2 lubed with Tribosys 3204 filmed with Kebo films, spring swapped with Tx springs L 16mm long 62 gram and wearing GMK Oblivion.

source
MangaTrans

Summary: Manga transcription data format and ways to render them into readable formats, statistics and more.

Stack: Rust

Year: 2022


Defines a TOML format in which you can transcribe manga. Produces transcriptions in a readable format, language report and a statistics report. Meant to aid while learning and reading Japanese.

source
Stonks

Summary: A small tool to track personal finance.

Stack: Rust

Year: 2021 - current


It works with a plain text transactional database. It tracks worth of accounts, distribution of assets and statistics such as net worth, yield, receiving and spending. It can produce a summary of accounts, assets and some lookahead metrics as well as a graph plotting values over time.

source
TermDaw

Summary: A daw, in a terminal.

Stack: Rust, Lua

Year: 2021


Termdaw is a (or should become a) terminal, graph based programmable pipeline digital audio workstation that is friendly to automatization and AI/Algorithmic composition. Termdaw projects can be configured using Lua. It has a interactive workflow and a streaming workflow.

source
Music Theory

Summary: Music theory library aimed at algorithmic composition.

Stack: Rust

Year: 2019 - current


Music theory library that contains functionality for objects such as notes, enharmonic notes, pitchclasses, intervals, scales and chords. Provides conversions, printing/formatting and queries. Has extensive 100% test coverage. The Theøry Frøg webapp was build with this.

source Theøry Frøg
GPU Pathtracer

Summary: A GPU and CPU ray and path tracer.

Stack: Rust, OpenCL

Year: 2019, 2021, 2022


Made partially as a side project and a university project later on. Later part was coauthored by Jeroen van Tubergen. It supports features including top level BVH's with binning and SAH, raytracing, pathtracing, tone mapping and microfacet materials: GGX-Smith conductors/dielectrics, GGX NDF importance sampling.

source
Utrecht Companion to the Earth

Summary: An app that helps geoscience students learn in the field.

Stack: Android Studio, Kotlin, Rust

Year: 2020


Utrecht Companion to the earth is an app that has the goal to aid Geo-science students. Our client for the projectwas the Geo-science department of Utrecht University. My responsibility was optimizing large amounts of data for mobile use and building the Android app. Technologies used by me were Rust and Kotlin with Android Studio. I learned about building Android apps, Shapefile and KML files, compression and the Geo-science field. As well as other skills such as managing a sub team and it's git repo.

source promo on youtube demo on youtube
PPlanner

Summary: TUI/CLI Time management tool.

Stack: Rust

Year: 2019


A tool to help you create a good overview of your deadlines, todos, ideas, events, etc. I chose TUI over GUI, because it deals mostly with text, and the terminal is perfect for text. Also it is low effort to use as the terminal is always close to you.

source
CPU Raytracer

Summary: A raytracer in C#, made with the bois for a university course.

Stack: C# OpenGL

Year: 2018


Made by Egor Dmitriev, Erwin Glazenburg and me. It features spheres, planes, triangles, .obj models, point lights, spotlights, stochastic area lights(soft shadows), stratisfied sampled lights, textures, HDR skyboxes, reflection, refraction, stochastic glossy reflections, anti-aliasing(SSAA and FXAA), multithreaded rendering and responsive rendering.

source demo on youtube
Pacman

Summary: Pacman, but in Haskell. True to the original game.

Stack: Haskell, Stack, Gloss

Year: 2018


This game was made by Egor Dmitriev and me. It was made as a university project and a way to learn functional programming. It features the classic pacman gamemode, menus and highscores. We tried to stay as close as possible to the original game with the gameplay and assets like sprites, music, sounds and font.

source demo on youtube
Generate MIDI Music

Summary: Learns from a midi file and than generates music.

Stack: C++

Year: 2017


It reads a midi file of existing music and learns from it. It uses a markov chain and processes information like what notes follow each other, what chords come with notes etc.

source demo on youtube
Procedural Terrain Generation

Summary: Real scale generated terrain with different biomes.

Stack: C#, Unity3D

Year: 2016


It aimed to present the player with kilometers of landscape on a realistic scale. So the mountains were kilometers high, as they are in real life. It has a dynamic LOD that is mulithreaded. It has a grass biome, a snow biome and a desert biome. There are also generated 3D models placed around the terrain, following the player. This includes trees, bushes, different kind of stones and cacti.

source demo on youtube
Pr. Vrij

Summary: A 3D experience based on our impressions on Berlin.

Stack: C#, Unity3D

Year: 2016


I made this with Ilse Bigler, Tariq Bakhtali and Bastiaan Burghardt. We went to Berlin and modeled the virtual world to reflect our experience. It has elements of cycling through the city, the grey communist era buildings, the old airport and traveling using the metro. Source has been lost, only binairies for windows exist.

see in gallary
Links
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