Initial rewrite

This commit is contained in:
Andras Schmelczer 2026-05-10 19:05:30 +01:00
parent a5f64a3ff8
commit 0d183c8335
200 changed files with 12537 additions and 18659 deletions

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**/*.js

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{
"root": true,
"env": {
"browser": true,
"es2020": true
},
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/eslint-recommended",
"plugin:@typescript-eslint/recommended",
"prettier"
],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 11,
"sourceType": "module"
},
"plugins": ["unused-imports", "@typescript-eslint", "prettier"],
"rules": {
"prettier/prettier": "error",
"no-unused-vars": "off",
"unused-imports/no-unused-imports-ts": "error",
"@typescript-eslint/no-unused-vars": ["warn", { "argsIgnorePattern": "^_" }],
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/explicit-module-boundary-types": "off",
"@typescript-eslint/no-non-null-assertion": "off",
"@typescript-eslint/ban-ts-comment": "off"
}
}

1
.gitignore vendored
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node_modules
dist
.astro
target
.DS_Store

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"tabWidth": 2,
"singleQuote": true,
"endOfLine": "lf",
"importOrder": ["^[./]", ".*", ".scss$"],
"importOrderSeparation": true,
"importOrderSortSpecifiers": true
"plugins": ["prettier-plugin-astro"],
"overrides": [
{
"files": "*.astro",
"options": {
"parser": "astro"
}
}
]
}

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BLOG_REWRITE_PLAN.md Normal file

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# Portfolio
# schmelczer.dev
> An easy-to-configure timeline for your projects.
A static personal blog for Andras Schmelczer, built with Astro.
[Check out the live version.](https://schmelczer.dev)
The site is article-first: articles live in `src/content/posts`, project index entries
live in `src/content/projects`, and normal pages are rendered as static HTML with no
required client JavaScript.
## Configuration
## Commands
- The actual content is in the [data](src/data) folder, starting with [portfolio.ts](src/data/portfolio.ts)
- The assets referenced should be located in [data/media](src/data/media)
```sh
npm run dev
npm run lint
npm run build
npm run preview
npm run qa
```
## Build
## Structure
1. `npm install`
2. `npm run build`
3. You can find the results in the [dist](dist) folder
## Info
- All images are converted to `WebP` after being imported into any file.
> Except for the og-image, and SVGs.
- `src/content/posts`: Markdown articles
- `src/content/projects`: project index entries
- `src/pages`: static routes
- `src/layouts`: page and post layouts
- `src/components`: reusable UI pieces
- `src/styles/global.css`: the visual system
- `public/media/downloads`: CV and thesis PDFs
- `public/media/video`: project videos

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astro.config.mjs Normal file
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import sitemap from '@astrojs/sitemap';
import { defineConfig } from 'astro/config';
export default defineConfig({
site: 'https://schmelczer.dev',
trailingSlash: 'always',
integrations: [
sitemap({
filter: (page) => !new URL(page).pathname.startsWith('/writing/'),
}),
],
markdown: {
shikiConfig: {
theme: 'github-light',
wrap: false,
},
},
});

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custom.d.ts vendored
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declare module '*.svg' {
const content: string;
export default content;
}
declare module '*.jpg' {
import { ResponsiveImage } from 'src/types/responsive-image';
const content: ResponsiveImage;
export default content;
}
declare module '*.png' {
import { ResponsiveImage } from 'src/types/responsive-image';
const content: ResponsiveImage;
export default content;
}
declare module '*.mp4' {
import { url } from 'src/types/url';
const content: url;
export default content;
}
declare module '*.webm' {
import { url } from 'src/types/url';
const content: url;
export default content;
}
declare module '*.pdf' {
import { url } from 'src/types/url';
const content: url;
export default content;
}
declare module '*.html' {
const content: string;
export default content;
}

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package-lock.json generated

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{
"name": "portfolio",
"description": "An easily configurable timeline of projects.",
"name": "schmelczer-dev",
"description": "A static personal blog for Andras Schmelczer.",
"private": true,
"type": "module",
"scripts": {
"start": "webpack serve --open --mode development",
"lint": "eslint --fix \"src/**/*.ts\" && prettier --write \"src/**/*.(ts|scss|json|html)\"",
"build": "webpack --mode production",
"update": "ncu"
"dev": "astro dev",
"start": "astro dev",
"lint": "astro check && prettier --check \"astro.config.mjs\" \"src/**/*.{astro,ts,md,css}\" \"scripts/*.mjs\" \"*.md\" \"*.json\"",
"format": "prettier --write \"astro.config.mjs\" \"src/**/*.{astro,ts,md,css}\" \"scripts/*.mjs\" \"*.md\" \"*.json\"",
"build": "astro check && astro build",
"preview": "astro preview",
"qa:no-js": "node scripts/check-no-js.mjs",
"qa:overflow": "node scripts/check-overflow.mjs",
"qa": "npm run build && npm run qa:no-js && npm run qa:overflow"
},
"repository": {
"type": "git",
"url": "git+https://github.com/schmelczer/schmelczer.github.io.git"
},
"keywords": [
"CV",
"curriculum",
"vitae",
"portfolio",
"resumé"
"blog",
"software engineering",
"computer science",
"portfolio"
],
"author": "Andras Schmelczer",
"license": "GPL-3.0-or-later",
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],
"homepage": "https://github.com/schmelczer/schmelczer.github.io#readme",
"devDependencies": {
"@plausible-analytics/tracker": "^0.4.0",
"@trivago/prettier-plugin-sort-imports": "^4.2.0",
"@typescript-eslint/eslint-plugin": "^6.7.3",
"css-loader": "^6.8.1",
"eslint": "^8.50.0",
"eslint-config-prettier": "^9.0.0",
"eslint-plugin-prettier": "^5.0.0",
"eslint-plugin-unused-imports": "^3.0.0",
"html-webpack-plugin": "^5.5.3",
"inline-source-webpack-plugin": "^3.0.1",
"mini-css-extract-plugin": "^2.7.6",
"npm-check-updates": "^16.14.4",
"prettier": "^3.0.3",
"resolve-url-loader": "^5.0.0",
"responsive-loader": "^3.1.2",
"sass": "^1.68.0",
"sass-loader": "^13.3.2",
"@astrojs/check": "^0.9.9",
"@astrojs/rss": "^4.0.18",
"@astrojs/sitemap": "^3.7.2",
"astro": "^6.3.1",
"playwright": "^1.59.1",
"prettier": "^3.8.3",
"prettier-plugin-astro": "^0.14.1",
"sharp": "^0.32.6",
"sitemap-webpack-plugin": "^1.1.1",
"string-replace-loader": "^3.1.0",
"svg-inline-loader": "^0.8.2",
"terser-webpack-plugin": "^5.3.9",
"ts-loader": "^9.4.4",
"typescript": "^5.2.2",
"webpack": "^5.88.2",
"webpack-cli": "^5.1.4",
"webpack-dev-server": "^4.15.1"
"typescript": "^5.9.3"
}
}

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import { readdir, readFile, stat } from 'node:fs/promises';
import path from 'node:path';
const dist = path.resolve('dist');
const failures = [];
async function walk(dir) {
const entries = await readdir(dir, { withFileTypes: true });
const files = [];
for (const entry of entries) {
const fullPath = path.join(dir, entry.name);
if (entry.isDirectory()) {
files.push(...(await walk(fullPath)));
} else {
files.push(fullPath);
}
}
return files;
}
try {
await stat(dist);
} catch {
throw new Error('dist/ does not exist. Run npm run build first.');
}
const files = await walk(dist);
const jsFiles = files.filter((file) => file.endsWith('.js'));
if (jsFiles.length > 0) {
failures.push(
`Unexpected JavaScript assets:\n${jsFiles.map((file) => `- ${file}`).join('\n')}`
);
}
for (const file of files.filter((candidate) => candidate.endsWith('.html'))) {
const html = await readFile(file, 'utf8');
const scripts = (
html.match(/<script\b(?![^>]*type=["']application\/ld\+json["'])[^>]*>/gi) ?? []
).filter((script) => !script.includes('data-theme-script'));
if (scripts?.length) {
failures.push(`Unexpected script tag in ${file}:\n${scripts.join('\n')}`);
}
}
if (failures.length > 0) {
console.error(failures.join('\n\n'));
process.exit(1);
}
console.log('No unexpected JavaScript found in dist/.');

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import { createServer } from 'node:http';
import { readFile, stat } from 'node:fs/promises';
import path from 'node:path';
import { chromium } from 'playwright';
const dist = path.resolve('dist');
const routes = [
'/',
'/articles/',
'/articles/greatai-ai-deployment-api/',
'/writing/',
'/writing/greatai-ai-deployment-api/',
'/projects/',
'/about/',
];
const widths = [320, 390, 430];
function contentType(file) {
if (file.endsWith('.html')) return 'text/html; charset=utf-8';
if (file.endsWith('.css')) return 'text/css; charset=utf-8';
if (file.endsWith('.js')) return 'text/javascript; charset=utf-8';
if (file.endsWith('.svg')) return 'image/svg+xml';
if (file.endsWith('.png')) return 'image/png';
if (file.endsWith('.jpg') || file.endsWith('.jpeg')) return 'image/jpeg';
if (file.endsWith('.webp')) return 'image/webp';
if (file.endsWith('.woff2')) return 'font/woff2';
return 'application/octet-stream';
}
async function resolveFile(url) {
const parsed = new URL(url, 'http://localhost');
const safePath = path
.normalize(decodeURIComponent(parsed.pathname))
.replace(/^\/+/, '')
.replace(/^(\.\.(\/|\\|$))+/, '');
const candidate = path.join(dist, safePath);
const candidates = [
candidate,
path.join(candidate, 'index.html'),
path.join(dist, `${safePath}.html`),
];
for (const file of candidates) {
try {
const fileStat = await stat(file);
if (fileStat.isFile()) return file;
} catch {
// Try the next candidate.
}
}
return path.join(dist, '404.html');
}
const server = createServer(async (req, res) => {
try {
const file = await resolveFile(req.url ?? '/');
const body = await readFile(file);
res.writeHead(200, { 'content-type': contentType(file) });
res.end(body);
} catch (error) {
res.writeHead(500, { 'content-type': 'text/plain; charset=utf-8' });
res.end(String(error));
}
});
await new Promise((resolve) => server.listen(0, '127.0.0.1', resolve));
const { port } = server.address();
const browser = await chromium.launch({ headless: true });
const failures = [];
async function measureViewport(page) {
for (let attempt = 0; attempt < 3; attempt += 1) {
try {
await page.waitForLoadState('load');
return await page.evaluate(() => ({
scrollWidth: document.documentElement.scrollWidth,
clientWidth: document.documentElement.clientWidth,
}));
} catch (error) {
const message = error instanceof Error ? error.message : String(error);
if (attempt === 2 || !/Execution context was destroyed|navigation/i.test(message)) {
throw error;
}
await page.waitForLoadState('load').catch(() => {});
}
}
}
try {
for (const width of widths) {
const page = await browser.newPage({
viewport: { width, height: 900 },
javaScriptEnabled: false,
});
for (const route of routes) {
await page.goto(`http://127.0.0.1:${port}${route}`, { waitUntil: 'load' });
if (route.startsWith('/writing/')) {
await page
.waitForURL((url) => url.pathname.startsWith('/articles/'), { timeout: 1000 })
.catch(() => {});
}
const result = await measureViewport(page);
if (result.scrollWidth > result.clientWidth + 1) {
failures.push(
`${route} overflows at ${width}px: ${result.scrollWidth}px > ${result.clientWidth}px`
);
}
}
await page.close();
}
} finally {
await browser.close();
server.close();
}
if (failures.length > 0) {
console.error(failures.join('\n'));
process.exit(1);
}
console.log('No horizontal overflow detected at 320px, 390px, or 430px.');

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---
import type { CollectionEntry } from 'astro:content';
import { Image } from 'astro:assets';
import { articlePath, formatDate } from '../lib/site';
import TagList from './TagList.astro';
interface Props {
posts: CollectionEntry<'posts'>[];
showYear?: boolean;
currentTag?: string;
}
const { posts, showYear = false, currentTag } = Astro.props;
---
<ol class="article-list">
{
posts.map((post) => {
const href = articlePath(post);
return (
<li>
<time datetime={post.data.date.toISOString()}>
{showYear ? formatDate(post.data.date) : formatDate(post.data.date)}
</time>
<div>
<a class="entry-title" href={href}>
{post.data.title}
</a>
<p>{post.data.description}</p>
<TagList tags={post.data.tags} currentTag={currentTag} />
</div>
<a
class="entry-thumbnail article-thumbnail"
href={href}
aria-label={post.data.title}
>
<Image
src={post.data.thumbnail.src}
alt={post.data.thumbnail.alt}
widths={[160, 240, 320, 480]}
sizes="(max-width: 700px) 5rem, 10rem"
loading="lazy"
/>
</a>
</li>
);
})
}
</ol>

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---
import ProjectLinks from './ProjectLinks.astro';
interface Props {
role?: string;
projectPeriod?: string;
stack?: string[];
scale?: string;
outcome?: string;
links?: Array<{ label: string; type: string; url: string; download?: boolean }>;
}
const { role, projectPeriod, stack = [], scale, outcome, links = [] } = Astro.props;
const rows = [
['Role', role],
['Period', projectPeriod],
['Stack', stack.join(', ')],
['Scale', scale],
['Outcome', outcome],
].filter(([, value]) => Boolean(value));
---
{
rows.length > 0 && (
<aside class="at-a-glance" aria-label="At a glance">
<h2>At a Glance</h2>
<dl>
{rows.map(([label, value]) => (
<>
<dt>{label}</dt>
<dd>{value}</dd>
</>
))}
</dl>
<ProjectLinks links={links} />
</aside>
)
}

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---
import { Image } from 'astro:assets';
interface MediaItem {
type: 'image' | 'video' | 'diagram';
src?: ImageMetadata;
poster?: ImageMetadata;
mp4?: string;
webm?: string;
alt?: string;
caption?: string;
transcript?: string;
role?: 'evidence' | 'og' | 'inline';
}
interface Props {
items: MediaItem[];
}
const { items } = Astro.props;
---
{
items.map((item) => (
<figure class:list={['evidence-media', item.role === 'inline' && 'figure-inline']}>
{item.type === 'video' ? (
<video
controls
preload="metadata"
poster={item.poster?.src}
aria-label={item.alt}
>
{item.webm && <source src={item.webm} type="video/webm" />}
{item.mp4 && <source src={item.mp4} type="video/mp4" />}
</video>
) : (
item.src && (
<Image
src={item.src}
alt={item.alt ?? ''}
widths={[480, 720, 960, 1280]}
sizes="(max-width: 760px) calc(100vw - 2rem), 56rem"
/>
)
)}
{item.caption && <figcaption>{item.caption}</figcaption>}
{item.transcript && <p class="media-transcript">{item.transcript}</p>}
</figure>
))
}

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---
import { site } from '../lib/site';
---
<footer class="site-footer">
<p>
<span>{site.name}</span>
<a href={`mailto:${site.email}`}>Email</a>
<a href={site.cv}>CV</a>
<a href={site.github}>GitHub</a>
<a href={site.linkedin}>LinkedIn</a>
<a href="/rss.xml">RSS</a>
</p>
</footer>

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---
import { site } from '../lib/site';
const current = Astro.url.pathname;
const navItems = [
{ href: '/articles/', label: 'Articles' },
{ href: '/projects/', label: 'Projects' },
{ href: '/about/', label: 'About' },
{ href: '/rss.xml', label: 'RSS' },
];
function isCurrent(href: string) {
return href !== '/rss.xml' && current.startsWith(href);
}
---
<a class="skip-link" href="#content">Skip to content</a>
<header class="site-header" aria-label="Site header">
<a class="site-title" href="/">{site.name}</a>
<div class="header-actions">
<nav class="site-nav" aria-label="Primary navigation">
{
navItems.map((item) => (
<a href={item.href} aria-current={isCurrent(item.href) ? 'page' : undefined}>
{item.label}
</a>
))
}
</nav>
<label class="theme-control" for="theme-switcher">
<span class="sr-only">Use dark theme</span>
<input id="theme-switcher" class="theme-switcher" type="checkbox" name="theme" />
</label>
</div>
</header>
<script is:inline data-theme-script>
(() => {
const key = 'theme';
const legacyKey = 'dark-mode';
const switcher = document.getElementById('theme-switcher');
const media = matchMedia('(prefers-color-scheme: dark)');
const getStored = () => {
try {
const value = localStorage.getItem(key);
if (value === 'light' || value === 'dark') return value;
const legacyValue = localStorage.getItem(legacyKey);
if (legacyValue !== null) {
return JSON.parse(legacyValue) ? 'dark' : 'light';
}
} catch {
return null;
}
return null;
};
const getSystemTheme = () => (media.matches ? 'dark' : 'light');
const apply = (theme) => {
document.documentElement.dataset.theme = theme;
document.documentElement.style.colorScheme = theme;
switcher.checked = theme === 'dark';
};
if (!switcher) return;
apply(getStored() || getSystemTheme());
switcher.addEventListener('change', () => {
const theme = switcher.checked ? 'dark' : 'light';
try {
localStorage.setItem(key, theme);
localStorage.setItem(legacyKey, JSON.stringify(theme === 'dark'));
} catch {
// The switch still applies for the current page when storage is unavailable.
}
apply(theme);
});
media.addEventListener('change', () => {
if (!getStored()) apply(getSystemTheme());
});
})();
</script>

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---
interface Link {
label: string;
type: string;
url: string;
download?: boolean;
}
interface Props {
links: Link[];
}
const { links } = Astro.props;
---
{
links.length > 0 && (
<ul class="project-links" aria-label="Project links">
{links.map((link) => (
<li>
<a href={link.url} download={link.download ? '' : undefined}>
{link.label}
</a>
</li>
))}
</ul>
)
}

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---
import type { CollectionEntry } from 'astro:content';
import { Image } from 'astro:assets';
import { articlePath } from '../lib/site';
import ProjectLinks from './ProjectLinks.astro';
interface Props {
projects: CollectionEntry<'projects'>[];
}
const { projects } = Astro.props;
type ProjectLink = CollectionEntry<'projects'>['data']['links'][number];
---
<ol class="project-list">
{
projects.map((project) => {
const anchor = project.data.legacyAnchor ?? project.data.sourceProjectId;
const titleId = `${anchor}-title`;
const essayHref = project.data.essay ? articlePath(project.data.essay) : undefined;
const essayLink: ProjectLink | undefined = essayHref
? { label: 'Article', type: 'site', url: essayHref }
: undefined;
const primaryHref = essayHref ?? project.data.links[0]?.url;
const links: ProjectLink[] = [
...(essayLink ? [essayLink] : []),
...project.data.links,
];
if (links.length === 0) {
links.push({ label: 'Permalink', type: 'site', url: `#${anchor}` });
}
return (
<li class="project-card" id={anchor} aria-labelledby={titleId}>
{primaryHref ? (
<a
class="entry-thumbnail project-thumbnail"
href={primaryHref}
aria-labelledby={titleId}
>
<Image
src={project.data.thumbnail.src}
alt={project.data.thumbnail.alt}
widths={[160, 240, 320, 480, 640]}
sizes="(max-width: 700px) 5.5rem, 7rem"
loading="lazy"
/>
</a>
) : (
<div class="entry-thumbnail project-thumbnail">
<Image
src={project.data.thumbnail.src}
alt={project.data.thumbnail.alt}
widths={[160, 240, 320, 480, 640]}
sizes="(max-width: 700px) 5.5rem, 7rem"
loading="lazy"
/>
</div>
)}
<div class="project-card__summary">
<h3 id={titleId}>
{primaryHref ? (
<a href={primaryHref}>{project.data.title}</a>
) : (
project.data.title
)}
</h3>
<p class="project-description">{project.data.description}</p>
<p class="project-meta">
{project.data.period} · {project.data.technologies.join(', ')}
</p>
</div>
<div class="project-card__details">
<ProjectLinks links={links} />
</div>
</li>
);
})
}
</ol>

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---
import { formatTag, tagPath } from '../lib/site';
interface Props {
tags: string[];
currentTag?: string;
}
const { tags, currentTag } = Astro.props;
---
<ul class="tag-list" aria-label="Tags">
{
tags.map((tag) => (
<li>
<a href={tagPath(tag)} aria-current={tag === currentTag ? 'page' : undefined}>
{formatTag(tag)}
</a>
</li>
))
}
</ul>

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import { defineCollection } from 'astro:content';
import { glob } from 'astro/loaders';
import { z } from 'astro/zod';
const linkSchema = z.object({
label: z.string(),
type: z.enum([
'source',
'demo',
'package',
'paper',
'thesis',
'video',
'site',
'contact',
]),
url: z.string(),
download: z.boolean().optional(),
});
const thumbnailSchema = ({ image }: { image: any }) =>
z.object({
src: image(),
alt: z.string(),
});
const mediaSchema = ({ image }: { image: any }) =>
z
.object({
type: z.enum(['image', 'video', 'diagram']),
src: image().optional(),
poster: image().optional(),
mp4: z.string().optional(),
webm: z.string().optional(),
alt: z.string().optional(),
decorative: z.boolean().optional(),
caption: z.string().optional(),
transcript: z.string().optional(),
role: z.enum(['evidence', 'og', 'inline']).default('evidence'),
})
.refine((item) => item.decorative || Boolean(item.alt), {
message: 'Meaningful media needs alt text.',
path: ['alt'],
})
.refine((item) => item.decorative || Boolean(item.caption), {
message: 'Meaningful media needs a caption.',
path: ['caption'],
});
const posts = defineCollection({
loader: glob({ pattern: '**/*.md', base: './src/content/posts' }),
schema: ({ image }) =>
z.object({
title: z.string(),
description: z.string(),
date: z.coerce.date(),
updated: z.coerce.date().optional(),
draft: z.boolean().default(false),
thumbnail: thumbnailSchema({ image }),
tags: z.array(
z.enum([
'ai',
'systems',
'graphics',
'simulation',
'embedded',
'web',
'tools',
'games',
])
),
selected: z.boolean().default(false),
featuredOrder: z.number().optional(),
project: z.string().optional(),
projectPeriod: z.string().optional(),
role: z.string().optional(),
stack: z.array(z.string()).optional(),
scale: z.string().optional(),
outcome: z.string().optional(),
audience: z
.enum(['general', 'technical', 'recruiter-relevant'])
.default('technical'),
links: z.array(linkSchema).default([]),
media: z.array(mediaSchema({ image })).default([]),
}),
});
const projects = defineCollection({
loader: glob({ pattern: '**/*.md', base: './src/content/projects' }),
schema: ({ image }) =>
z.object({
sourceProjectId: z.string(),
title: z.string(),
description: z.string(),
thumbnail: thumbnailSchema({ image }),
period: z.string(),
sortDate: z.coerce.date(),
status: z.string().optional(),
technologies: z.array(z.string()).default([]),
selected: z.boolean().default(false),
essay: z.string().optional(),
legacyAnchor: z.string().optional(),
links: z.array(linkSchema).default([]),
downloads: z.array(z.object({ label: z.string(), url: z.string() })).default([]),
}),
});
export const collections = { posts, projects };

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---
title: A 50 FPS Game Engine on an ATtiny85
description: Building a tiny embedded game engine around an ATtiny85V, OLED display, IR input, EEPROM persistence, and a custom PCB.
date: 2026-05-06
projectPeriod: 'Spring 2020'
thumbnail:
src: ./_assets/ad-astra.jpg
alt: The Ad Astra game running on a small OLED display.
tags: ['embedded', 'games', 'systems']
selected: true
featuredOrder: 5
project: ad-astra
role: Hardware and firmware author
stack: ['C', 'ATtiny85V', 'OLED', 'EEPROM', 'PCB design']
scale: 8-bit microcontroller, 8 MHz clock, 15-20 ms maximum frame times during gameplay
outcome: A working low-power handheld game engine and game built from the circuit board up
audience: technical
links:
- label: Source
type: source
url: https://github.com/schmelczer/ad_astra
media:
- type: video
poster: ./_assets/ad-astra.jpg
webm: /media/video/ad_astra.webm
mp4: /media/video/ad_astra.mp4
alt: Video demonstration of the embedded game running on a small OLED display.
caption: The game engine ran on an ATtiny85V with an OLED display and IR input.
---
Ad Astra came from wanting to combine graphics and microcontrollers without hiding behind a large development board. The result was a small embedded game engine and game built around an ATtiny85V, an OLED display, IR input, EEPROM persistence, and a custom PCB.
The fun part was that every layer mattered. The circuit, display driver, memory layout, object model, sprite tooling, and game loop all had to fit inside a tiny system.
## The Problem
The hardware setup was intentionally constrained: an ATtiny85V, a D096-12864-SPI7 OLED display, a TSOP4838 IR receiver, and a 3.3V regulator. The system was low power, with peak consumption around 31 mW at full brightness and a standby mode around 1.5 mA.
Those numbers made the project feel physical. Performance was not an abstract target. Every frame and every byte had a cost.
## Constraints
The engine ran at 8 MHz on an 8-bit ALU. That meant the display driver and game loop had to avoid expensive generality.
Even the programming model needed restraint. I wrote the firmware in C, but used a balance of structured and object-oriented ideas to keep game object behavior manageable without paying for a runtime that did not exist.
## Design
The display driver was the most performance-sensitive layer. I used SIMD-like techniques on the 8-bit ALU to process four pixels at once. That helped keep maximum frame times between 15 and 20 milliseconds during gameplay, so the lowest gameplay frame rate stayed above 50 FPS.
For game objects, I used prototype-based inheritance. It was a pragmatic way to reuse behavior while keeping the implementation simple enough for the target.
Persistent state used the built-in EEPROM with an atomic commit approach. Sprite data also lived in EEPROM, and I wrote scripts to convert PNG sprites into C array definitions so assets could move into firmware cleanly.
## What Worked
The project worked because the abstraction level stayed close to the hardware. The engine had reusable pieces, but none of them pretended the platform was larger than it was.
The custom PCB also changed the project. Once the system had a real board, bugs felt less like software inconveniences and more like design consequences. That made the final result much more satisfying.
## What I Would Change
Today I would write a more explicit development log around the display driver and persistence layer. Those are the parts that still feel technically interesting, and they deserve diagrams and measurements.
I would also add a small emulator or host-side harness. Debugging firmware directly on constrained hardware is useful, but a fast feedback loop would have made the engine easier to evolve.

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---
title: Shared Simulation Code in a Mobile Multiplayer Browser Game
description: How decla.red used shared TypeScript game logic, WebSockets, client prediction, and spatial indexing for a team-based browser game.
date: 2026-05-07
projectPeriod: 'Autumn-Winter 2020'
thumbnail:
src: ./_assets/decla-red.png
alt: The decla.red browser game interface showing a space scene.
tags: ['games', 'web', 'systems']
selected: true
featuredOrder: 4
project: declared
role: Game and backend systems author
stack: ['TypeScript', 'Node.js', 'WebSockets', 'Firebase', 'WebGL']
scale: Multiple servers, each communicating with 16-32 clients
outcome: A mobile-capable online browser game built on top of SDF-2D
audience: technical
links:
- label: Source
type: source
url: https://github.com/schmelczer/decla.red
- label: Demo
type: demo
url: https://decla.red
- label: BSc thesis
type: thesis
url: /media/downloads/sdf2d-andras-schmelczer.pdf
download: true
media:
- type: image
src: ./_assets/decla-red.png
alt: The decla.red browser game interface showing a space scene with team controls and planets.
caption: decla.red used the SDF-2D renderer in a real-time multiplayer game.
---
`decla.red` was a conquest-style online multiplayer browser game set in space. Two teams fought over small planets, gained points based on control, and could shoot at the other team while moving through a ray-traced 2D scene.
The rendering made the game look interesting, but the architecture was the more useful lesson. The game needed to run on phones, talk to multiple servers, keep clients responsive, and avoid duplicating game rules between frontend and backend.
## The Problem
Real-time multiplayer games have an awkward split. The server should be authoritative, but the client has to feel immediate. If every meaningful interaction waits for a round trip, the game feels broken. If the client is trusted too much, the game becomes inconsistent or easy to abuse.
For this project, I wanted the same game rules to be used by the server and the client. The server would calculate the actual next state. The client could predict locally with the same code and later reconcile with the server.
## Constraints
The project used TypeScript on both sides: browser code for the client and Node.js for the server. WebSockets carried real-time updates. Firebase helped the servers reach consensus about the active server set.
Each server communicated with 16-32 clients. That is not large by industry standards, but it was enough to make careless spatial operations and state updates visible.
## Design
The key decision was a shared library for game logic. Both the client and server linked to it, so the transition rules lived in one place.
That reduced a common source of bugs: the client and server disagreeing about the meaning of an action. It also made client-side prediction more realistic, because the client was not approximating a different system.
As the game logic became heavier, spatial operations needed attention. I implemented k-d trees to reduce the cost of queries over objects in the world. For the object model, I borrowed ideas from message passing, including a version of the Smalltalk-style `messageNotUnderstood` pattern, to keep behavior extensible without pushing every entity into a brittle inheritance tree.
## What Worked
Sharing simulation code was the most important architecture choice. It let the project stay coherent as the client and server evolved.
The project also validated SDF-2D outside a toy environment. A rendering library is more convincing when it survives a game loop, input, network updates, and mobile constraints.
## What I Would Change
I would now spend more effort on observability for synchronization and prediction errors. Multiplayer systems need good visibility into divergence. Without that, debugging becomes a sequence of guesses.
I would also separate the story of rendering and networking more clearly in the codebase. Both were interesting, but they put different kinds of pressure on the architecture.

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---
title: Designing an ML Deployment API Around Best Practices
description: How GreatAI tried to make stronger ML deployment habits accessible through a small Python API.
date: 2026-05-09
projectPeriod: '2022'
thumbnail:
src: ./_assets/great-ai.png
alt: Example Python code using the GreatAI API.
tags: ['ai', 'systems', 'tools']
selected: true
featuredOrder: 1
project: great-ai
role: Researcher and framework author
stack: ['Python', 'ML deployment', 'API design']
scale: 33 deployment best practices, six proposed additions, evaluated with professional data scientists and software engineers
outcome: A Python framework, thesis, and research-backed API design for production-oriented AI deployments
audience: recruiter-relevant
links:
- label: PyPI
type: package
url: https://pypi.org/project/great-ai/
- label: Project site
type: site
url: https://great-ai.scoutinscience.com
- label: MSc thesis
type: thesis
url: /media/downloads/great-ai-andras-schmelczer.pdf
download: true
media:
- type: image
src: ./_assets/great-ai.png
alt: Example Python code using GreatAI decorators and prediction helpers.
caption: GreatAI's public surface was designed to keep deployment best practices close to the application code.
---
GreatAI started from a practical frustration: applying machine learning was becoming easier, but deploying it well was still easy to get wrong. Many failures were not about model architecture. They were about missing metadata, weak versioning, poor reproducibility, untracked inputs, or interfaces that made the right behavior too cumbersome to use.
My thesis work looked at that gap from two sides. First, I collected and organized AI/ML deployment best practices, including 33 practices and six additions proposed through the research. Then I designed a Python framework that tried to make those practices feel like the natural path rather than an enterprise checklist.
The result was GreatAI: a deployment-oriented framework with a deliberately small API. The design goal was not to wrap every part of an ML stack. It was to make common deployment concerns visible, automatic where possible, and hard to forget.
## The Problem
Deployment quality is often treated as something that happens after model development. That separation creates a bad default. A model can be useful in a notebook, but a deployed AI service also needs traceability, stable interfaces, input/output logging, model metadata, and operational behavior that can be inspected later.
The hard part is not listing those needs. The hard part is getting busy engineers and data scientists to adopt them without making their work feel slower.
So the core question became: can a framework implement meaningful deployment practices while keeping the API small enough that people would actually use it?
## Constraints
GreatAI had to satisfy two constraints that usually pull in opposite directions.
It needed to be robust enough to encode deployment practices such as metadata handling, model loading, request tracing, and reproducible prediction interfaces. But it also needed to be approachable enough that the basic use case still looked like ordinary Python.
That shaped the API. The framework could not demand a new mental model for every project. The deployment behavior had to sit close to the prediction function, because that is where the developer already has context.
## Design
The design leaned on decorators and lightweight conventions. The application author should be able to declare the prediction boundary, attach the relevant model and metadata behavior, and let the framework handle repeated operational concerns.
That is a careful tradeoff. Too much implicit behavior makes systems difficult to debug. Too much explicit setup makes best practices optional in practice, because the path of least resistance is to skip them. GreatAI tried to keep the implicit parts focused on cross-cutting deployment concerns rather than business logic.
Feedback from professional data scientists and software engineers supported the main premise: ease of use and functionality both matter when people decide whether to adopt deployment tooling. A framework that is technically complete but awkward to use will still fail.
## What Worked
The strongest part of the project was treating API design as part of deployment quality. Best practices are not only documentation. They need interface support, defaults, and feedback loops.
The research also forced the framework to be specific. "Production-ready" is too broad to be useful. A concrete list of deployment practices made it possible to ask which practices can be automated, which ones need explicit developer decisions, and which ones belong outside the framework.
## What I Would Change
If I returned to the project now, I would focus more on integration boundaries: how GreatAI should fit into modern observability, model registry, and evaluation workflows without trying to own them. Deployment frameworks age quickly when they become too broad.
The part I would keep is the central idea: make the right deployment behavior easy enough that it becomes the default.

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---
title: Syncing State with Immutable Tries
description: How a multi-device life tracking project used trie structure to diff, reconcile, and synchronize goal state.
date: 2026-05-05
projectPeriod: 'August-September 2019'
thumbnail:
src: ./_assets/towers.png
alt: Life Towers goal tracking interface with tower-like visual structures.
tags: ['systems', 'web', 'tools']
selected: true
featuredOrder: 3
project: towers
role: Full-stack author
stack: ['Python', 'Angular', 'State synchronization']
scale: Multi-device goal and task state shared between clients and a server
outcome: A working synchronization model built around immutable trie properties
audience: recruiter-relevant
links:
- label: Source
type: source
url: https://github.com/schmelczer/life-towers/
- label: Demo
type: demo
url: https://towers.schmelczer.dev
media:
- type: image
src: ./_assets/towers.png
alt: Screenshot of a life tracking web interface represented with tower-like visual structures.
caption: The visual idea was simple; the useful lesson was the synchronization model behind it.
---
Life Towers was a multi-device goal and task tracker with an intentionally visual interface. The surface idea was an aesthetic representation of previous and current goals. The more interesting part was synchronizing state across clients without sending more data than necessary.
This was not a large distributed system, but it had a real version of a common problem: clients and server drift apart, and the system needs a compact way to compare, reconcile, and update.
## The Problem
If a task model is stored as an ordinary mutable object graph, synchronizing it often becomes a choice between sending too much data or writing complicated ad hoc diff logic.
I wanted a structure where the shape of the data made synchronization easier. The client should be able to compare its state with the server's state, find a difference, reconcile it, and send only the delta.
## Design
I used a trie. A trie made the hierarchical shape explicit, and its properties made it easier to reason about differences between stored versions.
The immutable nature of the structure simplified much of the logic. Instead of mutating arbitrary branches in place, updates could produce new structure with shared unchanged parts. That made reconciliation easier to reason about and reduced the amount of data that needed to move across the network.
The project also gave me a reason to deepen my Python and Angular knowledge, but the synchronization structure was the main lesson.
## What Worked
The biggest win was choosing a data structure that matched the problem. Once the state was represented in a way that made comparison natural, the network protocol became simpler.
The other useful lesson was that visual products still need a strong internal model. A pleasant interface is fragile if the underlying state is hard to trust.
## What I Would Change
Today I would document the sync protocol more formally and add property-based tests around reconciliation. Synchronization code is exactly the kind of code that benefits from generated edge cases.
I would also separate the visual experiment from the state synchronization story more explicitly. The latter is the part that aged better.

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---
title: Graph Models for a Real-Time Cooling Simulation
description: Simulating a nuclear facility cooling system with graph traversal, matrix solving, Flask, NumPy, and real-time monitoring clients.
date: 2026-05-04
projectPeriod: 'October-November 2018'
thumbnail:
src: ./_assets/process-simulator.jpg
alt: Cooling system simulator interface with pipes, pumps, and temperature values.
tags: ['simulation', 'systems', 'tools']
selected: true
featuredOrder: 6
project: nuclear-simulation
role: Simulation and UI author
stack: ['Python', 'Flask', 'NumPy', 'HTML canvas', 'JavaFX']
scale: Remote simulation server with multiple monitoring clients and a separate graph editor
outcome: A believable, extensible cooling-system simulation for a cybersecurity challenge context
audience: recruiter-relevant
links: []
media:
- type: image
src: ./_assets/process-simulator.jpg
alt: Screenshot of the cooling system simulator with pipes, pumps, coolers, and temperature values.
caption: The simulator calculated flow and temperature over graph-based process models.
- type: image
src: ./_assets/process-simulator-input.jpg
alt: Screenshot of the JavaFX graph editor used to define simulator input.
caption: A separate JavaFX editor produced JSON inputs for the simulation backend.
---
This project simulated the cooling system of a nuclear facility. It was built for a cybersecurity challenge about PLCs, where participants needed to see the consequences of changing a system state.
The simulation did not try to be physically complete. It aimed to be cheaply calculated, believable to a non-specialist, scalable enough for the event context, and understandable through a clean GUI.
## The Problem
The simulated system needed reactors, coolers, pumps, heat exchangers, drains, sources, and pipes. Those elements had to be configurable, and multiple monitoring clients needed to update in real time from a remote server.
The key challenge was representing flow and temperature in a way that was simple enough to calculate repeatedly but structured enough to produce plausible behavior.
## Design
The system used two graph models. First, water was distributed by traversing the graph of pipes according to pressures generated by pumps. Then, an adjacency matrix was populated from the relations between nodes based on water flow.
After accounting for base temperatures, heaters, and heat exchangers, the matrix was solved to calculate current node temperatures. Repeating that process advanced the simulation.
Python handled the backend logic with Flask and NumPy. The monitoring frontend used an HTML5 canvas. A separate JavaFX graph editor let users move nodes, edit element parameters, export JSON, and upload inputs to the backend.
## What Worked
The graph/matrix split was a useful modeling boundary. Flow and heat exchange are related, but treating them as separate calculation phases kept the implementation easier to reason about.
The editor also mattered. A simulation is much more useful when its input is inspectable and editable by people who are not editing source files.
## What I Would Change
Today I would formalize the model limitations more clearly. A convincing simulation can be useful, but it should say exactly what it does and does not claim.
I would also add recorded scenarios and regression tests. Simulation projects are vulnerable to accidental behavior changes that still look plausible on screen.

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---
title: Tile-Based Optimization for 2D SDF Ray Tracing
description: How SDF-2D used signed distance fields, dynamic shaders, and tile-based rendering ideas to make 2D ray tracing run well in the browser.
date: 2026-05-08
projectPeriod: 'Autumn-Winter 2020'
thumbnail:
src: ./_assets/sdf2d.png
alt: SDF-2D browser demo with soft lighting effects.
tags: ['graphics', 'web', 'systems']
selected: true
featuredOrder: 2
project: sdf-2d
role: Library author
stack: ['TypeScript', 'WebGL', 'WebGL2', 'Signed distance fields']
scale: Browser library with mobile-oriented real-time rendering and reusable demos
outcome: Reusable NPM package and thesis project for efficient 2D SDF rendering
audience: recruiter-relevant
links:
- label: NPM package
type: package
url: https://www.npmjs.com/package/sdf-2d
- label: Demo
type: demo
url: https://sdf2d.schmelczer.dev
- label: Video
type: video
url: https://www.youtube.com/watch?v=K3cEtnZUNR0
- label: BSc thesis
type: thesis
url: /media/downloads/sdf2d-andras-schmelczer.pdf
download: true
media:
- type: image
src: ./_assets/sdf2d.png
alt: Browser demo page showing SDF-2D scenes rendered with soft lighting effects.
caption: SDF-2D was built as a reusable TypeScript library rather than a single demo.
---
SDF-2D was my attempt to make a small, reusable browser library for 2D scenes rendered with ray-tracing techniques. The rendering is based on signed distance fields, where geometry can be represented as functions that return the distance to the nearest surface.
The interesting part was not the basic idea. Signed distance fields are a known technique. The interesting part was making the approach fast and reusable enough for browser demos, including on mobile devices.
The project became one half of my BSc thesis, together with the multiplayer game `decla.red`, which used the rendering library in a real interactive setting.
## The Problem
Ray tracing and distance-field rendering can produce appealing 2D lighting and reflections, but a straightforward implementation spends too much work per pixel. A browser library also has to deal with device variation: WebGL capabilities, shader limits, mobile GPUs, and the overhead of generating scenes dynamically.
The goal was not to render one hand-tuned scene. The goal was a library with a simple API, reusable scene definitions, and real-time behavior.
## Constraints
The library had to support both WebGL and WebGL2. It had to run acceptably on phones. It had to avoid shipping scene-specific shader code by hand. And it had to expose an API that felt like a rendering library rather than a shader experiment.
Those constraints pushed the implementation toward generated shaders and capability-aware rendering paths.
## Design
The main optimization was inspired by tiled renderers. Instead of treating the entire screen uniformly, the renderer could reason about groups of pixels and avoid unnecessary work where possible.
That was paired with deferred shading and dynamic shader generation. Dynamic generation mattered because scenes and devices differ. If a feature or operation was not needed for a given scene or device, the generated shader could avoid carrying that cost.
The API was deliberately kept in TypeScript. That made the library easier to package, document, and reuse in projects that were already browser-first.
## What Worked
The project worked best when the library boundary was respected. A good demo can hide a messy implementation. A reusable package cannot. The API had to explain the rendering model without making every user think like a shader compiler.
The mobile constraint also improved the design. It forced performance work to be structural rather than cosmetic. When a technique works only on a powerful desktop GPU, it is easy to mistake headroom for good architecture.
## What I Would Change
Today I would write more instrumentation around shader variants and device behavior. The project had many optimizations, but stronger profiling output would have made tradeoffs easier to explain and compare.
I would also document the rendering pipeline with diagrams. The ideas are visual, and the explanation should be too.

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---
sourceProjectId: ad-astra
title: Ad Astra
description: A tiny embedded game engine and custom PCB built around an ATtiny85V.
thumbnail:
src: ./_assets/ad-astra.jpg
alt: The Ad Astra handheld game running on its OLED display.
period: 'Spring 2020'
sortDate: 2020-04-01
status: Embedded game engine
technologies: ['C', 'ATtiny85V', 'OLED', 'EEPROM', 'PCB design']
selected: true
essay: ad-astra-attiny85-game-engine
legacyAnchor: embedded-game-engine
links:
- label: Source
type: source
url: https://github.com/schmelczer/ad_astra
---

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---
sourceProjectId: avoid
title: Avoid
description: A small early web game, kept as an archive of first experiments on the web.
thumbnail:
src: ./_assets/avoid.jpg
alt: Screenshot of the Avoid canvas game.
period: 'January 2018'
sortDate: 2018-01-01
status: Early web game
technologies: ['JavaScript', 'Canvas']
selected: false
legacyAnchor: avoid
links:
- label: Demo
type: demo
url: https://schmelczer.dev/avoid
---

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---
sourceProjectId: city-simulation
title: City Simulation
description: A Unity traffic simulation where REST-controlled traffic lights could produce visible consequences for a cybersecurity challenge.
thumbnail:
src: ./_assets/city-simulation.jpg
alt: Screenshot of a Unity city traffic simulation.
period: 'July-August 2018'
sortDate: 2018-08-01
status: Simulation
technologies: ['Unity', 'C#', 'REST API', 'Blender']
selected: false
legacyAnchor: city-simulation-unity
links: []
---

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---
sourceProjectId: colors
title: Photo Colour Grader
description: A proof-of-concept colour grading UI based on selecting colours and transforming nearby colour ranges.
thumbnail:
src: ./_assets/photo-colour-grader.jpg
alt: Screenshot of a colour grading interface applied to a photograph.
period: 'June 2018'
sortDate: 2018-06-01
status: UI experiment
technologies: ['JavaScript', 'Canvas', 'Image processing']
selected: false
legacyAnchor: photo-colour-grader
links: []
---

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---
sourceProjectId: declared
title: decla.red
description: A team-based mobile multiplayer browser game with shared client/server game logic.
thumbnail:
src: ./_assets/declared.png
alt: The decla.red browser game interface showing a space scene.
period: 'Autumn-Winter 2020'
sortDate: 2020-11-01
status: Thesis project and browser game
technologies: ['TypeScript', 'Node.js', 'WebSockets', 'Firebase', 'WebGL']
selected: true
essay: declared-shared-simulation-code
legacyAnchor: multiplayer-mobile-game
links:
- label: Source
type: source
url: https://github.com/schmelczer/decla.red
- label: Demo
type: demo
url: https://decla.red
- label: BSc thesis
type: thesis
url: /media/downloads/sdf2d-andras-schmelczer.pdf
download: true
---

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---
sourceProjectId: forex
title: Foreign Exchange Prediction Experiment
description: A frequency-domain prediction experiment using smoothing, differentiation, STFT, extrapolation, and inverse transforms.
thumbnail:
src: ./_assets/forex.jpg
alt: Chart from a foreign exchange prediction experiment.
period: 'Autumn 2019'
sortDate: 2019-10-01
status: Experiment
technologies: ['Python', 'NumPy', 'SciPy', 'Flask', 'MQL4']
selected: false
legacyAnchor: predicting-foreign-exchange-rates
links: []
---

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---
sourceProjectId: great-ai
title: GreatAI
description: A Python framework and research project for making AI deployment best practices easier to adopt.
thumbnail:
src: ./_assets/great-ai.png
alt: Example Python code using the GreatAI API.
period: '2022'
sortDate: 2022-01-01
status: Research project and framework
technologies: ['Python', 'ML deployment', 'API design']
selected: true
essay: greatai-ai-deployment-api
legacyAnchor: great-ai-ai-deployment-framework
links:
- label: PyPI
type: package
url: https://pypi.org/project/great-ai/
- label: Project site
type: site
url: https://great-ai.scoutinscience.com
- label: MSc thesis
type: thesis
url: /media/downloads/great-ai-andras-schmelczer.pdf
download: true
---

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---
sourceProjectId: leds
title: Lights Synchronized to Music
description: A Raspberry Pi music player that drove RGB LED strips from audio analysis.
thumbnail:
src: ./_assets/leds.jpg
alt: RGB LED strips glowing from a music synchronization project.
period: 'Spring 2016'
sortDate: 2016-04-01
status: Early hardware/software project
technologies: ['Python', 'NumPy', 'FFT', 'Raspberry Pi', 'Vanilla web']
selected: false
legacyAnchor: lights-synchronised-to-music
links: []
---

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---
sourceProjectId: my-notes
title: My Notes
description: A minimalist Android markdown note organizer and editor powered by Markwon.
thumbnail:
src: ./_assets/my-notes.png
alt: Screenshot of the My Notes Android markdown app.
period: 'November 2019'
sortDate: 2019-11-01
status: Android app
technologies: ['Android', 'Kotlin/Java', 'Markdown', 'Markwon']
selected: false
legacyAnchor: my-notes-android-app
links:
- label: Source
type: source
url: https://github.com/schmelczer/my-notes
---

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---
sourceProjectId: nuclear
title: Cooling System Simulation
description: A graph-based process simulation with a monitoring client and JavaFX input editor.
thumbnail:
src: ./_assets/nuclear-simulation.jpg
alt: Cooling system simulator interface with pipes, pumps, and temperature values.
period: 'October-November 2018'
sortDate: 2018-11-01
status: Simulation and editor
technologies: ['Python', 'Flask', 'NumPy', 'HTML canvas', 'JavaFX']
selected: true
essay: nuclear-cooling-simulation
legacyAnchor: simulating-the-cooling-system-of-a-nuclear-facility
links: []
---

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@ -0,0 +1,18 @@
---
sourceProjectId: photos
title: Photo Site Generator
description: A static photo site generated from a directory of images, with automatic resizing to multiple quality settings.
thumbnail:
src: ./_assets/photos.jpg
alt: Screenshot of a generated photography site.
period: 'Summer 2016'
sortDate: 2016-07-01
status: Static site generator
technologies: ['Webpack', 'Image processing', 'Static site generation']
selected: false
legacyAnchor: photos
links:
- label: Site
type: site
url: https://photo.schmelczer.dev
---

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@ -0,0 +1,15 @@
---
sourceProjectId: platform-game
title: Platform Game
description: An early 3D game in C with SDL 1.2, random maps, destructible voxels, enemies, powerups, and time slowdown.
thumbnail:
src: ./_assets/platform-game.png
alt: Screenshot from an early 3D platform game.
period: 'Autumn 2017'
sortDate: 2017-10-01
status: Early game project
technologies: ['C', 'SDL 1.2', 'Voxel terrain']
selected: false
legacyAnchor: platform-game
links: []
---

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---
sourceProjectId: sdf2d
title: SDF-2D
description: A browser rendering library for optimized 2D ray tracing with signed distance fields.
thumbnail:
src: ./_assets/sdf2d.png
alt: SDF-2D browser demo with soft lighting effects.
period: 'Autumn-Winter 2020'
sortDate: 2020-12-01
status: Thesis project and NPM package
technologies: ['TypeScript', 'WebGL', 'WebGL2', 'SDF rendering']
selected: true
essay: sdf-2d-ray-tracing
legacyAnchor: optimising-2d-ray-tracing
links:
- label: NPM package
type: package
url: https://www.npmjs.com/package/sdf-2d
- label: Demo
type: demo
url: https://sdf2d.schmelczer.dev
- label: Video
type: video
url: https://www.youtube.com/watch?v=K3cEtnZUNR0
- label: BSc thesis
type: thesis
url: /media/downloads/sdf2d-andras-schmelczer.pdf
download: true
---

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---
sourceProjectId: towers
title: Life Towers
description: A multi-device goal tracker where the lasting idea was syncing state with immutable tries.
thumbnail:
src: ./_assets/towers.png
alt: Life Towers goal tracking interface with tower-like visual structures.
period: 'August-September 2019'
sortDate: 2019-09-01
status: Full-stack web app
technologies: ['Python', 'Angular', 'State synchronization']
selected: true
essay: life-towers-immutable-tries
legacyAnchor: multi-device-life-tracking
links:
- label: Source
type: source
url: https://github.com/schmelczer/life-towers/
- label: Demo
type: demo
url: https://towers.schmelczer.dev
---

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@ -1,83 +0,0 @@
import { Contact } from '../page/contact/contact.html';
import { Header } from '../page/header/header';
import { ImageViewer } from '../page/image-viewer/image-viewer';
import { Link } from '../page/link/link.html';
import { Main } from '../page/main/main';
import { PageElement } from '../page/page-element';
import { TimelineElement } from '../page/timeline-element/timeline-element';
import { UpArrowButton } from '../page/up-arrow-button/up-arrow-button';
import cvEnglish from './media/cv-andras-schmelczer.pdf';
import me from './media/me.jpg';
import { adAstra } from './projects/ad-astra';
import { avoid } from './projects/avoid';
import { citySimulation } from './projects/city-simulation';
import { declared } from './projects/declared';
import { forex } from './projects/forex';
import { greatAi } from './projects/great-ai';
import { leds } from './projects/leds';
import { myNotes } from './projects/my-notes';
import { nuclear } from './projects/nuclear';
import { nuclearEditor } from './projects/nuclear-editor';
import { photos } from './projects/photos';
import { platformGame } from './projects/platform-game';
import { sdf2d } from './projects/sdf2d';
import { towers } from './projects/towers';
import { CV, Email, GitHubLink, LinkedIn } from './shared';
const imageViewer = new ImageViewer();
const contact = new PageElement(
Contact({
title: 'Get in touch',
links: [
CV(cvEnglish),
Email('mailto:andras@schmelczer.dev'),
LinkedIn('https://www.linkedin.com/in/andras-schmelczer'),
GitHubLink('https://github.com/schmelczer'),
],
lastEditText: 'Last modified on ',
})
);
const main = new Main(
new Header({
name: 'Andras Schmelczer',
image: me,
imageAltText: 'a picture of me',
imageViewer,
about: [
'With an MSc in Computer Science and more than six years of professional software engineering experience, I can confidently undertake any challenge. My interests span diverse areas, allowing me to design complex &mdash; even multidisciplinary &mdash; systems with a clear understanding.',
"I'm passionate about architecting and building large-scale systems, especially in the context of AI/ML. However, in my free time, I also enjoy working with shaders, data visualisation, and sometimes even microcontrollers.",
`Discover some of my more exciting projects below. And if you'd like to reach out to me, you can find my ${Link(
'CV and contact details',
'#contact'
)} at the bottom of the page.`,
],
}),
...[
greatAi,
declared,
sdf2d,
adAstra,
forex,
myNotes,
towers,
nuclear,
nuclearEditor,
citySimulation,
avoid,
platformGame,
photos,
leds,
].map((p) => new TimelineElement(p, 'Show details', 'Show less', imageViewer)),
contact
);
export const portfolio: Array<PageElement> = [
main,
new UpArrowButton(main, contact, 'go up'),
imageViewer,
];

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@ -1,27 +0,0 @@
import { Video } from '../../page/figure/video/video';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import adAstraPoster from '../media/ad_astra.jpg';
import adAstraMp4 from '../media/mp4/ad_astra.mp4';
import adAstraWebM from '../media/webm/ad_astra.webm';
import { GitHub, videoPosterAltText } from '../shared';
export const adAstra: TimelineElementParameters = {
title: 'Embedded game engine',
date: 'Spring 2020',
figure: new Video({
poster: adAstraPoster,
mp4: adAstraMp4,
webm: adAstraWebM,
altText: videoPosterAltText,
}),
description:
"I've always wanted to combine graphics and microcontrollers, so the obvious next step was making a game engine for the ATTiny85. The video shows how I created an enjoyable game using my engine, literally, from scratch.",
more: [
"Besides overcoming the hardware's minimal resources, the greatest challenge was designing and manufacturing the PCB; this was also the most rewarding part. The hardware setup is straightforward. Aside from the ATtiny85V, I used a D096-12864-SPI7 OLED display as output and a TSOP4838 IR receiver as input. The circuit runs on 3.3V, so a regulator is also needed. The system is very low-power, with its peak consumption at around 31mW on full brightness, and there is also a standby mode with a current draw of just 1.5mA.",
"Even though I used C for programming, I tried striking a balance between object-oriented and structured programming to reduce complexity while maintaining performance. For example, I used prototype-based inheritance for the game objects, allowing easy code reuse. Meanwhile, I created a high-performance driver for the display, which uses SIMD techniques to process 4 pixels at once (it's an 8-bit ALU). Thanks to this, the maximum frame times are between 15 and 20 milliseconds at a clock speed of 8 MHz. This means that the lowest FPS during gameplay never dips below 50 FPS.",
'There is also fault-tolerant persistent data storage (with atomic commit) utilising the built-in EEPROM for storing game state. To create sprites (which are also stored in the EEPROM), I made a tool that converts PNG-s into C array definitions. These scripts can also be found on GitHub, along with the entire project.',
],
links: [GitHub('https://github.com/schmelczer/ad_astra')],
};

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@ -1,18 +0,0 @@
import { Preview } from '../../page/figure/preview/preview';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import avoidPoster from '../media/avoid.png';
import { Open } from '../shared';
export const avoid: TimelineElementParameters = {
title: 'Avoid',
date: 'January 2018',
figure: new Preview(
avoidPoster,
'https://schmelczer.dev/avoid',
'A webpage showcasing the SDF-2D project.'
),
description:
"I recently found my first-ever web game. It's incredibly simple but I killed some time with it, so feel free to try it out but don't judge too harshly.",
links: [Open('https://schmelczer.dev/avoid')],
};

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import { Video } from '../../page/figure/video/video';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import citySimulationMp4 from '../media/mp4/simulation.mp4';
import citySimulationPoster from '../media/simulation.jpg';
import citySimulationWebM from '../media/webm/simulation.webm';
import { videoPosterAltText } from '../shared';
export const citySimulation: TimelineElementParameters = {
title: 'City simulation &mdash; Unity',
date: 'July - August 2018',
figure: new Video({
poster: citySimulationPoster,
mp4: citySimulationMp4,
webm: citySimulationWebM,
altText: videoPosterAltText,
}),
description: 'I simulated a city where car crashes are more frequent than usual.',
more: [
'The state of the traffic lights can be changed through a REST API. Drivers follow the instructions of the traffic lights, so if a mistake is made, there will be collisions. There is also support for displaying tweets on a HUD. This was created as the context for a cybersecurity challenge about PLCs. With the help of this program, the contestants could instantly see the effect of their work.',
'An exciting aspect of the project was building it in a server-client architecture. Every decision of the agents is calculated server-side. The real challenge was broadcasting these decisions in a fault-tolerant way using minimal bandwidth.',
'It is made with Unity using C# as the scripting language. The models and animations were also made by me using Blender.',
],
links: [],
};

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@ -1,21 +0,0 @@
import { BorderedImage } from '../../page/figure/bordered-image/bordered-image';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import colorsPoster from '../media/color.jpg';
export const colors: TimelineElementParameters = {
title: 'Photo colour grader',
date: 'June 2018',
figure: new BorderedImage({
image: colorsPoster,
alt: 'a picture of the app',
}),
description: 'An innovative (at least I thought so) colour grader web application.',
more: [
'The most noteworthy feature of this application is the colour selector UI. This program is only intended as a proof-of-concept, I would have liked to experiment with some ideas and this was the outcome.',
'You can select some colours and then apply transformations to the other colours as a function of their distance to the selected colour.',
'By clicking on a coloured circle you can change its settings. New circles can be created by clicking in the large circle (and they can also be moved by drag & drop).',
],
links: [],
};

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@ -1,27 +0,0 @@
import { Preview } from '../../page/figure/preview/preview';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import declaredPoster from '../media/decla-red.png';
import bscThesis from '../media/sdf2d-andras-schmelczer.pdf';
import { GitHub, Open, Thesis } from '../shared';
export const declared: TimelineElementParameters = {
title: 'Multiplayer mobile game',
date: 'Autumn - Winter 2020',
figure: new Preview(declaredPoster, 'https://decla.red', 'The UI of the video game'),
description:
'I created a conquest-style online multiplayer browser game using my ray-tracing library (see below). It even runs on mobiles.',
more: [
'The scene is set in space. Two large teams have to conquer tiny planets, while they can also shoot at the other team. Points are given based on the number of planets controlled, and the first team which reaches a predefined score wins.',
"The architecture consists of multiple servers, each of which communicates with 16-32 clients over WebSockets; Firebase is used to reach consensus on the set of active servers. The project uses TypeScript compiled into a website and a Node application. There is a shared library which contains the game logic. This way, both the client and server can link to this library, allowing to use of the same code for calculating the actual next state on the server and client-side-predicting it on the users' devices.",
'My favourite part of the project was handling the increasingly complex and heavy-weight game logic. To tackle the former, I decided to borrow inspiration from Smalltalk\'s message passing, including the concept of "messageNotUnderstood". To improve the performance, I implemented k-d trees to decrease the spatial operations\' complexity.',
'This game (along with SDF-2D) was my BSc thesis project, so more in-depth information about them can be found in my thesis linked below.',
],
links: [
GitHub('https://github.com/schmelczer/decla.red'),
Thesis(bscThesis),
Open('https://decla.red'),
],
};

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@ -1,28 +0,0 @@
import { Video } from '../../page/figure/video/video';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import forexPoster from '../media/forex.jpg';
import forexMp4 from '../media/mp4/forex.mp4';
import forexWebM from '../media/webm/forex.webm';
import { videoPosterAltText } from '../shared';
export const forex: TimelineElementParameters = {
title: 'Predicting foreign exchange rates',
date: 'Autumn 2019',
figure: new Video({
poster: forexPoster,
mp4: forexMp4,
webm: forexWebM,
invertButton: true,
altText: videoPosterAltText,
}),
description:
"The animation shows that my implementation does a somewhat good job predicting (blue graph) the EUR/USD rates (green chart). Of course, I wouldn't trust it with my money.",
more: [
'The algorithm is a fancy linear regression in the frequency domain. The steps are the following: smoothing the input values, differentiating, applying a short-time Fourier transformation with overlapped (and Hanning-windowed) windows, extrapolating and then applying the inverse of these transformations to the resulting values.',
'This prediction server, written in Python using NumPy, SciPy, and Flask, communicates with an MQL4 client responsible for handling the financial transaction based on this data.',
"Of course, there is still plenty of room for improvement, but even with this simple algorithm, a sometimes profitable trading strategy is viable. Nonetheless, the project gave me an exciting insight into the world of trading algorithms, the field's complexity, and the fierce competition surrounding it.",
],
links: [],
};

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@ -1,31 +0,0 @@
import { BorderedImage } from '../../page/figure/bordered-image/bordered-image';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import mscThesis from '../media/great-ai-andras-schmelczer.pdf';
import greatAiPoster from '../media/great-ai.png';
import { Open, PyPi, Thesis } from '../shared';
export const greatAi: TimelineElementParameters = {
title: 'GreatAI &mdash; AI deployment framework',
date: '2022',
figure: new BorderedImage({
image: greatAiPoster,
alt: 'some example code using GreatAI',
isEagerLoaded: true,
}),
description:
'I investigated an approach for increasing the adoption rate of ML deployment libraries and hence the overall quality of industrial deployments. I did this by simultaneously focusing on providing robust, automated implementations of best practices and an accessible API. One of the outcomes of my research is the GreatAI framework.',
more: [
'Applying AI is becoming increasingly more accessible, but many case studies have shown that these applications are often deployed poorly. This may lead to suboptimal performance and the introduction of unintended biases.',
'My work presents 33 AI/ML deployment best practices (while introducing six new ones), the difficulties of implementing them, and ways to overcome these challenges. GreatAI helps implement these through an accessible interface.',
'Feedback from professional data scientists and software engineers showed that ease of use and functionality are equally important in deciding to adopt deployment technologies, and the proposed framework was rated positively in both dimensions.',
'For more details, visit the GitHub page or the paper.',
],
links: [
PyPi('https://pypi.org/project/great-ai/'),
Thesis(mscThesis),
Open('https://great-ai.scoutinscience.com'),
],
};

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@ -1,25 +0,0 @@
import { Video } from '../../page/figure/video/video';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import ledPoster from '../media/led.jpg';
import ledMp4 from '../media/mp4/led.mp4';
import ledWebM from '../media/webm/led.webm';
import { videoPosterAltText } from '../shared';
export const leds: TimelineElementParameters = {
title: 'Lights synchronised to music',
date: 'Spring 2016',
figure: new Video({
poster: ledPoster,
mp4: ledMp4,
webm: ledWebM,
altText: videoPosterAltText,
}),
description:
'A full-stack application with a built-in music player, the output of which controls the colour of a couple of RGB LED strips through a Raspberry Pi and some MOSFET-s.',
more: [
'This was my first non-trivial project which got finished. Obviously, it is rather far from perfect, but I am still proud that I was able to build it on my own.',
'The backend logic is written in Python, and the FFT implementation is provided by NumPy. I also built a simple frontend for accessing the music player and changing the settings using vanilla web development technologies.',
],
links: [],
};

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@ -1,20 +0,0 @@
import { BorderedImage } from '../../page/figure/bordered-image/bordered-image';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import myNotesPoster from '../media/my-notes.png';
import { GitHub } from '../shared';
export const myNotes: TimelineElementParameters = {
title: 'My Notes &mdash; Android app',
date: 'November 2019',
figure: new BorderedImage({
image: myNotesPoster,
alt: 'two screenshots of the application',
}),
description: 'A minimalist Android note organiser and editor powered by Markwon.',
more: [
'It is a basic app for creating and filtering markdown notes (based on #hashtags). It was my first exposure to Android development.',
"All in all, it's not a unique idea, but at least it's functional and has exposed me to a wildly different paradigm than I was used to with full-stack web development. Thus, the knowledge I gained while working on it made its development a worthwhile adventure.",
],
links: [GitHub('https://github.com/schmelczer/my-notes')],
};

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@ -1,20 +0,0 @@
import { BorderedImage } from '../../page/figure/bordered-image/bordered-image';
import { TimelineElementParameters } from '../../page/timeline-element/timeline-element-parameters';
import nuclearEditorPoster from '../media/process-simulator-input.jpg';
export const nuclearEditor: TimelineElementParameters = {
title: 'Graph editor &mdash; JavaFX',
date: 'October - November 2018',
figure: new BorderedImage({
image: nuclearEditorPoster,
alt: "a picture of the simulator's UI",
}),
description:
'An intuitive editor to create and edit input for the nuclear facility simulator (see above).',
more: [
'Nodes can be moved with drag & drop gestures. Editing the parameters of elements can be done on the right panel.',
'The UI is built with JavaFX. The output can be exported as JSON or directly uploaded to the simulation backend.',
],
links: [],
};

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