Capturing Work Git History for your github activity graph
If your day job repo is not on GitHub, here is how I export commit dates, bucket them, and replay them so my GitHub activity graph matches the work I actually did.
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If your day job repo is not on GitHub, here is how I export commit dates, bucket them, and replay them so my GitHub activity graph matches the work I actually did.
I got tired of fighting WordPress and Gatsby just to publish a post, so I built a small Node script that turns markdown (front matter included) into a static site using EJS templates, plus a couple helpers for gists and code blocks.
I started pulling my scattered demos from places like CodePen and JSFiddle into one repo and gallery. The goal is to keep everything versioned and make it easy to generate previews.
Deep copying in JavaScript is a mess if you do not know the tradeoffs. This post covers shallow vs deep copies, where JSON stringify and spread/Object.assign break down, and when structuredClone is the right tool.
A quick JS/CSS experiment where text trails the cursor, inspired by a tweet. I fed it a random Nostradamus paragraph and called it a nice little deviation.
A simple Express pattern for reading the host header, pulling out the subdomain, and normalizing hyphens so you can drive behavior off `whatever.yourdomain.com with` a wildcard DNS entry.
I ported my canvas tunnel demo to the Oculus Rift using oculus-bridge and a CSS shader warp. It renders a canvas per eye and keeps the canvas small enough to work within Chrome's filter limits.
This is my movement cheat sheet for 2D games, with runnable examples. It covers distance checks, angle math, pursuit, projecting points (like gun barrels), rotation while moving, and Asteroids-style heading movement with friction.
A practical walkthrough of midpoint displacement (Diamond Square) for 2D canvas terrain. It explains the iterations, how roughness changes the look, and includes a JS implementation with notes on wrapping and scrolling.
A simple burn-away effect using pixel "fuel". I build a 2D grid of burn values, decrement neighbors as pixels burn out, and use step-based flags to keep the spread controlled, with an optional flame coloring pass..