Source

Engineering excerpts with context and proof.

A focused view of public-safe source: what each excerpt proves, why the decision matters, and where the public repository is available.

hstephan23/dep_graph

DepGraph / TypeScript

Shows how dependency analysis becomes editor-visible feedback instead of a detached report, proving practical codebase-analysis judgment.

  • Maps graph findings back to file URIs so the signal appears in the developer's normal editor workflow.
  • Uses reach percentage as an explainable risk indicator, which makes the warning reviewable instead of vague.
DepGraph / TypeScripthstephan23/dep_graph
  1. export class DepGraphDiagnostics {
  2. private collection: vscode.DiagnosticCollection;
  3. update(graph: GraphData): void {
  4. this.collection.clear();
  5. const root = getWorkspaceRoot();
  6. if (!root) { return; }
  7. const diagnosticMap =
  8. new Map<string, vscode.Diagnostic[]>();
  9. const addDiag = (
  10. fileId: string,
  11. diag: vscode.Diagnostic,
  12. ) => {
  13. const absPath = path.join(root, fileId);
  14. const uri = vscode.Uri.file(absPath).toString();
  15. if (!diagnosticMap.has(uri)) {
  16. diagnosticMap.set(uri, []);
  17. }
  18. diagnosticMap.get(uri)!.push(diag);
  19. };
  20. for (const node of graph.nodes) {
  21. if (node.data.reach_pct > 50) {
  22. const pct = node.data.reach_pct.toFixed(1);
  23. const message = `High-impact file: ${pct}% reach`;
  24. const diag = new vscode.Diagnostic(
  25. new vscode.Range(0, 0, 0, 0),
  26. message,
  27. vscode.DiagnosticSeverity.Hint,
  28. );
  29. diag.source = "DepGraph";
  30. diag.code = "high-impact";
  31. addDiag(node.data.id, diag);
  32. }
  33. }
  34. }
  35. }
hstephan23/2D_shooter_looter

Shooter Looter / C++

Shows a gameplay frame order that keeps input, pickups, weapon state, enemy behavior, projectiles, collisions, room transitions, extraction, and rendering in deliberate phases.

  • Uses an explicit C++/raylib frame pipeline so gameplay systems have predictable ownership and ordering.
  • Separates player input, pickups, weapons, enemies, projectiles, collisions, extraction, feedback, and rendering, which makes bugs easier to isolate.
Shooter Looter / C++hstephan23/2D_shooter_looter
  1. const auto& current_room = get_room_catalog()[state.room.current_room_index];
  2. update_player(state.player, input, delta_time, current_room.bounds);
  3. const int pickup_events_before = state.pickup_events;
  4. update_weapon_pickups(state);
  5. update_loot_pickups(state);
  6. update_ammo_pickups(state);
  7. update_health_pickups(state);
  8. update_plate_pickups(state);
  9. update_stim_pickups(state);
  10. update_grenade_pickups(state);
  11. if (state.pickup_events > pickup_events_before)
  12. play_sound_if_ready(audio, audio.pickup);
  13. const bool reload_requested = input.reload_pressed && !state.player.weapon.is_reloading &&
  14. state.player.weapon.ammo < state.player.weapon.magazine_size;
  15. update_weapon(state.player.weapon, input.reload_pressed, delta_time);
  16. const WeaponFireResult fire_result =
  17. try_fire_player_weapon(state, input, muzzle_position, aim_direction);
  18. const int grenade_throw_events_before = state.grenade_throw_events;
  19. try_throw_grenade(state, input, aim_direction);
  20. if (fire_result.fired)
  21. play_sound_if_ready(audio, audio.shoot);
  22. if (fire_result.started_reload || reload_requested)
  23. play_sound_if_ready(audio, audio.reload);
  24. if (state.grenade_throw_events > grenade_throw_events_before)
  25. play_sound_if_ready(audio, audio.grenade_throw);
  26. update_enemy_attacks(state, delta_time);
  27. for (auto& enemy : state.enemies)
  28. {
  29. if (!enemy.active)
  30. continue;
  31. move_enemy(enemy, state.player, delta_time);
  32. }
  33. update_bullets(state.bullets, delta_time, current_room.bounds);
  34. update_bullets(state.enemy_bullets, delta_time, current_room.bounds);
  35. const int grenade_explosion_events_before = state.grenade_explosion_events;
  36. update_grenades(state, delta_time, current_room.bounds);
  37. if (state.grenade_explosion_events > grenade_explosion_events_before)
  38. play_sound_if_ready(audio, audio.grenade_explosion);
  39. resolve_collisions(state);
  40. update_room_state(state);
  41. update_room_transition(state);
  42. update_extraction(state, delta_time);
  43. update_feedback_timers(state, delta_time);
  44. render_game(state, assets, profile);
hstephan23/retro-gaming-project

Retro Game / C

Shows clear C system boundaries in a real loop: input, timing, rendering, multiplayer branching, and shutdown all remain auditable.

  • Keeps timing, movement, rendering, and state application visible in one auditable control flow.
  • Calls shutdown explicitly after game-over rendering, which proves attention to lifecycle cleanup in lower-level code.
Retro Game / Chstephan23/retro-gaming-project
  1. void play_game(GameState* state, GameMode mode)
  2. {
  3. ThreadManager tm = { 0 };
  4. threading_manager_start(&tm);
  5. timeout(32);
  6. while (state->is_alive)
  7. {
  8. InputAction action = process_input(state);
  9. if (action == INPUT_QUIT)
  10. break;
  11. if (!move_monster_on_timer(state, &tm))
  12. break;
  13. create_map(state);
  14. render_game(state);
  15. int result = move_hero(state);
  16. apply_move_result(state, result);
  17. if (mode == MODE_MULTIPLAYER_SERVER)
  18. {
  19. int result_2 = move_hero_2(state);
  20. apply_move_result(state, result_2);
  21. }
  22. }
  23. render_game_over(state);
  24. threading_manager_shutdown(&tm);
  25. }
2026 · Harrison Stephan · Building Calm, Reliable Software Systems