Name: Cody Bloemhard
Occupation: CS Student, Utrecht University
Interests: Programming, Computer Science, Art
Location: Utrecht, The Netherlands
Email me at codybloemhard@gmail.com
Find lots of projects and code on Github
Take a look at my CV
I have a profile on LinkedIn
Some videos of mostly projects on Youtube
programming languages
Rust, C#, GLSL, Python, Kotlin, C/C++, Java, Haskell
natural languages
Dutch(native), English(proficient), Japanese(learning)
other languages
HTML, CSS, LaTeX, Markdown, Typst
frameworks/technologies
Unity3D, OpenGL, OpenCL, Docker, Monogame, Arduino, GameMaker
editors/tools
Git, NeoVim, VSCodium, Visual Studio
subjects
CLI, Games, Graphics, Audio, AI, procedural generation, Art
os
Artix Linux, Arch Linux, Void Linux, Windows
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 youtubeSummary: A CLI log inspection tool to query the pacman log file.
Stack: Rust
Year: 2023, 2024
A tool to query the pacman log file. Makes the data human-readable. Read up on statistics and package history. Useful when fixing problems or cleaning up the system.
sourceSummary: 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.
sourceSummary: 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.
sourceSummary: 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.
sourceSummary: 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.
sourceSummary: 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.
sourceSummary: 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 FrøgSummary: 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.
sourceSummary: 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 project was 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 youtubeSummary: 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.
sourceSummary: 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), stratified sampled lights, textures, HDR skyboxes, reflection, refraction, stochastic glossy reflections, anti-aliasing(SSAA and FXAA), multithreaded rendering and responsive rendering.
source demo on youtubeSummary: 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 youtubeSummary: 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 youtubeSummary: 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 youtubeSummary: 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 binaries for windows exist.
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Cody Bloemhard © 2024