Selected work / P♠
Projects
Tools, products, simulations, infrastructure, and evidence-gated research—with the honest limits left in.
A model-agnostic, security-first software delivery harness that turns specialist model roles into a gated SDLC with human approvals and inspectable evidence.
Open projectThree public, verifier-first explorations of Conway-99, an Erdős covering problem, and the Krenn–Gu conjecture—publishing exact finite or conditional progress while keeping every global problem explicitly unresolved.
Open projectA deterministic neural-worm terrarium with contact-driven boarding, randomized Seed Forge worlds, causal control lanes, and checksummed replay—plus one unapologetically scripted aerial kickflip.
Open projectA public scientific-computing lab running 302 graded-potential neurons, 95 body-wall muscles, an inextensible low-Reynolds-number body, and a browser viewer as one closed loop.
Open projectA reproducible PufferLib training harness where one compact policy stabilizes and races 2,048 batched Crazyflie-style drones through randomized 3D rings, backed by a measured and hash-checked baseline.
Open projectA living 3D glasshouse aviary backed by a fail-safe weekly asset pipeline that quarantines, validates, optimizes, and provenance-tracks generated bird models before publication.
Open projectA private, production-shaped client value ledger that turns promised outcomes and source-backed proof into monthly briefs, client pulse signals, and transparent renewal readiness.
Open projectAn original Godot 4 vertical slice with an explorable magical hub and a complete, repeatable card duel built around readable enemy intent, mana, wards, status effects, and real win/loss states.
Open projectPrivate, local-first tooling for immutable market-data evidence, deterministic normalization, frozen offline experiments, and reports that keep plumbing checks separate from effectiveness claims.
Open projectAn evidence-first Codex plugin and reusable skill that researches current roles and builds truthful, role-specific application packages without quietly inventing a better candidate.
Open projectThe deployment plumbing behind this site and its smaller siblings: signed webhooks, health-checked Docker rollouts, and Caddy routing on one VPS.
Open projectAn interactive, repository-derived map of the Krenn–Gu proof programme that keeps scoped results, open branches, and failed routes visibly distinct while the global conjecture remains unresolved.
Open projectA small 3D aquarium for the browser, built with React and Three.js and deployed like a real app because apparently I cannot leave anything simple.
Open projectA tiny daily bird site powered by recent eBird observations, a small Express API, and an unreasonable amount of affection for birds.
Open projectA six-person capstone connecting a NestJS/PostgreSQL backend, an Expo mobile app, and a classroom reader service for verified check-ins.
Open projectTwo Expo/Firebase prototypes: one for vehicle access approvals and one for QR-based classroom attendance.
Open project2026
Wurmkickflip
A deterministic neural-worm terrarium with contact-driven boarding, randomized Seed Forge worlds, causal control lanes, and checksummed replay—plus one unapologetically scripted aerial kickflip.
My notes
This started with a very reasonable question: could I teach a simulated worm to do a kickflip? It has since become a browser-native terrarium where a 16-segment worm has finite food and water, an evolved recurrent crawl controller, a skateboard, and a small laboratory for asking whether the controller is actually responsible for what visitors see.
The honesty boundary is part of the project. Crawling, seeking, and boarding are neural and contact-driven. Eating poses, dismounting, board routing, and the aerial stunt are authored. The result is more interesting than pretending the entire routine was learned: the browser can compare the live controller against zero-command and frozen-controller lanes, replay the same randomized worlds, and show exactly where control changes hands.
Wurmkickflip is a React and Three.js simulation built around a deterministic 60 Hz terrarium runtime. A tracked 16-neuron recurrent policy emits dorsal and ventral commands for a free articulated chain, whose motion emerges from internal forces, constraints, terrain friction, and contact.
Seed Forge varies 14 world, terrain, actuator, noise, spawn, and skateboard channels from a reproducible seed. Forge Trials evaluates held-out worlds across neural, zero-command, and frozen-controller lanes and preserves checksummed heat replays for inspection. The live exhibit and headless evaluation share the same episode engine.
These are finite compact-plant evaluations, not evidence of a learned kickflip, biological realism, or transfer to a real soft body. The scripted aerial boundary is visible in the UI and documentation.






