The website of RJ Ryan. The website of Russell Ryan.
Mixxx
Mixxx is open source performance software for DJs. I got involved with the project through Google Summer of Code in Summer 2008, and now I'm hooked! It's made for DJs by DJs. It has tons of features like vinyl emulation, MIDI controller support, and multiple-soundcard support. This eliminates the need for expensive soundcards and fancy software.
Blue Steel
During IAP of 2007, I took 6.189, a multicore programming course. The point of the class was to explore applications of the Playstation 3's Cell processor to multicore tasks. I learned a lot about the specifics of the Power architecture, and got very cosy with the PS3's 8 slave processors. My project for the class was to write a parallelized realtime raytracer. In a mere 23 days, my team put together a very decent raytracer with reflection, refraction, generated material texturing using Perlin noise, and enhanced material shading with BRDF and traditional shading models. Running our demo with 3 ray bounces on a moderately complex scene achieved over 20 frames per second with 6 active cores, along with linear speedup properties.

We won the competition, and Sony invited us to be their guest speakers to the 2007 Game Developers Conference in San Francisco. We gave an hour long talk about our project and the uses of the PS3 in the academic community.

Project website with source code.

La Fontaine du Campus Est
During IAP 2007, rob, zack, and I worked building our very own Bellagio Fountain at MIT as part of East Campus's annual Bad Ideas competition. We weren't able to finish it in time, and the project sat around for a year until the 2008 Bad Ideas competition, where we finally finished it up.
It was definitely a lot of fun and hard work to build, and we ended up getting help from other putzen. Check out the videos and get the source code here: La Fontaine



MIDAS : Multi-Function In-Dorm Automation System
My freshman year zack, my roommate and I built an automation system for our dorm. It controlled our lights, blinds, music, and even ran our security system, which consisted of a number of internal and external security cameras. The whole thing was controllable from a secure remote interface. These days, he and I have our own versions of this system deployed in our rooms.

A full writeup of the project is here : MIDAS



Solace Engine
I've been into making video games every since I learned to program. This is the second version of a 3D engine I designed in high school with an emphasis on using a graphics API instead of writing everything in software.. The main problem with the Subterrania Engine (see below) is that it is a semi-software engine, and I was getting bogged down in the details of lots of tiny management things. So, with the release of the February 2006 DXSDK, I realized I was behind on my HLSL and a few other techniques. So I trashed all my old code, and have begun work on the Solace Engine. It will focus on using the Direct3D API as a leg-up into more advanced topics so I can focus more on learning and less on details of what I already know. I ported the Quake 3 BSP loading code from the Subterranea Engine below, and over the course of February (including many exciting all-nighters) it's grown leaps and bounds. Hopefully at some point I can get a Vertex Shader 3.0 compliant card and start playing around with that, but for now the plan is to just support VS 2.0.
    A brief overview of planned features:
  • Per-Pixel Realtime Lighting
  • Shadow Volumes and Maps
  • Cube Mapping for Reflection Effects
  • Realistic Water
  • Lightmapping, Bumpmapping, and Specular texture effects
  • HLSL Vertex and Pixel Shaders (VS 2.0 for now) for per Entity and Face Effects
  • Shader Effects: Tone Mapping, Bloom, Glowing, Shadows,
  • Scene Management Techniques : (BSP/Octree, Frustum Culling)


  • Preliminary Screenshots: screenshot 1 | screenshot 2 | screenshot 3
    SCRYPTO Protocol
    The SCRYPTO (Steganographic CRYPTOgraphy) Protocol is a toy protocol I designed for secure communication on networks such as the Internet. It makes use of covert channels in the TCP protocol to steganographically transfer encrypted information. Steganography is the art of information hiding, while cryptography is more like information scrambling. Covert channels such as slack space in network data structures are prime candidates for covert transfer of data. paper and code
    AtriusMUD
    Around 1998 I started playing MUDs. It's like a WoW addiction, but it's a text adventure. After putting in over a month and a half of playtime on a MUD I frequented, I became interested in running my own MUD. I started one as a derivative of CircleMUD. I did all the coding, while a group of friends and I built the stories and the worlds of the MUD. AtriusMUD was started around 1999, and then shut down in 2001. In 2002 I started developing it again. To this day it's still online -- albeit without many users. The AtriusMUD Website
    The Basement
    I'm an electronic music fanatic, and I become fixated with most anything that glows. Around 2002 a group of my best friends and I started painting my basement with UV reactive paint. 5 years later, the room is almost completely covered with designs and murals. A sound system, comfy couches, and DJ equipment make this room a relaxing hangout for me and my friends.

    The website has pictures, videos, and more information : The Basement
    Subterrania 3D Engine
    I originally began developing this software based 3D rendering engine around 2001. It's named 'Subterrania' because that was the working title of an FPS puzzle game that David Cardwell, a good friend of mine, and I were dreaming of making a reality. It is capable of many aspects of common 3D engines, such as primitive drawing, mesh rendering, lightmapping, BSP tree scene management, primitive AI, and brush rendering. As a proof of concept, it is capable of loading and rendering Quake3 map files. screenshot 1 | screenshot 2 | screenshot 3
    GGS 2D Sidescroller
    This 2D sidescroller-style videogame I wrote in 1999 is written almost as a pastiche of Streets of Rage, complete with a tile-based scene engine, animated character sprites, a game menu system, as well as game logic. However, it still remains an engine, and not a game due to a lack of art and level data. Sadly.. I am not an artist. Back when it was written, David Cardwell, a very close friend of mine and excellent artist was helping me with creating art until we lost interest in the project.
    DreamPong
    For a while, I was into the Sega Dreamcast homebrew scene. I wrote a pong clone for the Dreamcast that even displayed little animations on the controller's memory pack LCD screen. I wrote it in straight C with nothing but a framebuffer.
    Shutterdream Studios
    A website I designed and maintain for my brother Will who is a professional photographer. It features a mature content-management-system written from scratch in PHP with mySQL. It completely eliminates the need for management on my part, as my brother can maintain all the galleries on his site, upload, and edit new pictures by himself. Beyond this, it has a visitor-tracking and statistics module, also written from scratch, that gives him detailed information about his site traffic.

    My brother is a REALLY good photographer, so you should go check his pictures out: www.shutterdream.net
    no obstacles, only challenges