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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="initial-scale=1, width=device-width" />
<link rel="stylesheet" href="./global.css" />
<link rel="stylesheet" href="./index.css" />
<link rel="stylesheet" href="pckg/prism.css">
<link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Inter:wght@300;400&display=swap" />
</head>
<body>
<div class="landingpage">
<div class="xlarge header" style="align-self: center;">
<div class="lightweight"><span class="highlight regularweight" style="text-align: center;">Zac Peel-Yates</span> | Games Engineer</div>
</div>
<div class="content">
<div class="NavContentContainer">
<div class="NavigationContainer">
<button class="tabLink" onClick="changeTab('AboutContent', this)">
<div class="lightweight" id="defaultOpen">About Me</div>
</button>
<button class="tabLink" onClick="changeTab('PGContent', this)">
<div class="lightweight" id="defaultOpen">Forza Horizon</div>
</button>
<button class="tabLink" onclick="changeTab('StitchedUpContent', this)">
<div class="lightweight">Stitched Up</div>
</button>
<button class="tabLink" onclick="changeTab('IRPContent', this)">
<div class="lightweight">Card Game Tool</div>
</button>
<button class="tabLink" onclick="changeTab('RollbackContent', this)">
<div class="lightweight">Rollback Netcode</div>
</button>
<button class="tabLink" onclick="changeTab('PortalContent', this)">
<div class="lightweight">Unreal Portals</div>
</button>
</div>
<div class="TabContentContainer">
<div class="profile">
<img class="hslayout-icon" alt="" src="./static/img/hslayout@2x.png" />
<div class="icons">
<!--<a href="https://twitter.com/zacpeelyates" target="_blank">-->
<img class="icon" alt="twitter" src="./static/img/twt.svg" id="twtImage" />
<!--<a href="https://github.com/zacpeelyates" target="_blank">-->
<img class="icon" alt="github" src="./static/img/git.svg" id="gitImage" />
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</div>
<div class="buttons">
<!--<a href="mailto:zacpeelyates@gmail.com" target="_blank">-->
<button class="profile-button" id="contactButton">
<div class="buttontext">contact</div>
</button>
<!--<a href="./static/pdf/cv.pdf" target="_blank">-->
<button class="profile-button" id="cvButton">
<div class="buttontext">résumé</div>
</button>
</div>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
<div id="AboutContent" class="tabContent">
<div class="xlarge lightweight">About Me</div>
<p class="medium" style="line-height: 130%">Engineer based in <span
class="highlight"> Royal Leamington Spa.</span><br>
Passionate about games as a competitor and developer. <br>
Specialized in building and refining tools and systems. <br>
Always looking to improve and develop myself, as well as the games I work on. <br>
</p>
<p class="medium">Currently working on <span class="highlight">Forza Horizon 6</span> as a Tools & Systems Engineer.
<br>2 years experience as a AAA developer.
</p>
<p class="medium">To view Source Code for personal projects, check out my <span id="gitLink" class="highlightG"
style="cursor: pointer;">Github.</span>
</p>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
<div id="StitchedUpContent" class="tabContent">
<span class="clickableHeader" id="stitchedUpLink">Stitched Up</span>
<div class="medium lightweight infobar">
<div><span class="regularweight">Title: </span>Stitched Up</div>
<div><span class="regularweight">Role: </span>Gameplay Programmer</div>
<div><span class="regularweight">Tooling: </span>Unity</div>
<div><span class="regularweight">Year: </span>2023</div>
</div>
<div class="medium">
<p>Developed in a team of six for our final assignment at university, 'Stitched Up' is a party game where
players are tasked with creating and defending their territory in a chaotic battle between souped-up
sewing karts.
</p>
<div class="ytContainer">
<iframe src="https://www.youtube.com/embed/7h2o6eY-vkk?enablejsapi=1"
title="Stitched Up! -- COMX 2023 Trailer" frameborder="0"
allow=" accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowfullscreen></iframe>
</div>
<p>As the lead gameplay programmer for the project, I created the vehicle physics alongside other core
gameplay systems such as input handling, powerups, and combat mechanics.</p>
<div style="display: flex; gap: 20px;" class="sample-container">
<pre class="codePreview" style="line-height: 10%;"><code class="language-csharp" style="font-size: x-small;">public static void SuspensionForce(Transform wheel, RaycastHit[] hits,
CarSettings settings, Rigidbody rb)
{
float velocity = Vector3.Dot(rb.GetPointVelocity(wheel.position), wheel.up);
float maxDistance = hits.Max(hit => hit.distance);
foreach (RaycastHit hit in hits)
{
//Spring Compression
float offset = settings.SuspensionRestLength - (hit.distance - settings.RayVerticalOffset);
//Suspension Force = offset * strength - upward vel * dampning
float force = (offset * settings.SuspensionStiffness) - (velocity * settings.SuspensionDamping);
force /= hits.Count(); //Average out force on wheel across all hits
//Apply force to vertical axis, ignoring mass
Vector3 result = force * Vector3.Dot(wheel.up, hit.normal) * wheel.up;
rb.AddForceAtPosition(result, wheel.position, ForceMode.Acceleration);
}
}
public static void ResistanceForce(Transform wheel, Vector3 axis,
float damp, float scalar, Rigidbody rb)
{
//Used for drifting and braking
//Get velocity along axis (right for drift, forward for brake)
float velocity = Vector3.Dot(rb.GetPointVelocity(wheel.position), axis);
//resistance accel (applied in the opposite direction and damped)
//scaled by TireMass for drift, BrakeStrength for brake
float resistance = -velocity * scalar * damp / Time.fixedDeltaTime;
//Apply force to axis
Vector3 result = resistance * axis;
rb.AddForceAtPosition(result, wheel.position);
}
public static void LateralForce(Transform wheel, float input, CarDataTypes.WHEEL_INDEX index,
CarSettings settings, Rigidbody rb)
{
if (input == 0) return; //early out
bool drive = false; //can this wheel produce a driving force?
if (settings.FrontWheelDrive && (index == CarDataTypes.WHEEL_INDEX.FRONT_LEFT ||
index == CarDataTypes.WHEEL_INDEX.FRONT_RIGHT)) drive = true;
else if (settings.RearWheelDrive && (index == CarDataTypes.WHEEL_INDEX.BACK_LEFT ||
index == CarDataTypes.WHEEL_INDEX.BACK_RIGHT)) drive = true;
if (!drive) return; //if not, return
//velocity of car applied to wheel
float velocity = Vector3.Dot(wheel.forward, rb.velocity);
//are we trying to change direction?
bool changingDirection = Mathf.Sign(velocity) != Mathf.Sign(input);
float max = input > 0 ? settings.MaxSpeed : settings.MaxSpeedReverse;
//If we are changing direction, apply resistance force
if (changingDirection) ResistanceForce(wheel, wheel.forward,
settings.TireGrip, settings.BrakeStrength, rb);
float normalVel = Mathf.Clamp01(Mathf.Abs(velocity) / max);
//How much torque is available?
float torque = normalVel == 1 ? 1 : settings.AccelCurve.Evaluate(normalVel);
//resulting force
Vector3 result = torque * input * wheel.forward;
//dampen result based on velocity
float dampening = 1 - Mathf.Clamp01(Mathf.InverseLerp(max * (1 - settings.AccelDampen),
max, Mathf.Abs(velocity)));
//Apply as accel to ignore mass
rb.AddForceAtPosition(dampening * settings.Acceleration * result, wheel.position,
ForceMode.Acceleration);
}</code></pre>
<video src="static/vid/car.mp4" autoplay loop muted class="previewVideo"></video>
</div>
<p class="medium">This project was showcased at COMX 2023, where it was enjoyed by members of the
public. Maybe I'll get the band back together and finish this someday, it's quite fun!
<div style="display: flex; gap: 20px;">
<img src="static/img/comx.jpg" style="margin-top: 10px; max-width: 45%;">
<img src="static/img/comx5.jpg" style="margin-top: 10px; max-width: 45%;"></p>
</div>
</div>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
<div id="PGContent" class="tabContent">
<span class="xlarge lightweight">Forza Horizon 6</span>
<div class="medium lightweight infobar">
<div><span class="regularweight">Role: </span>Tools & Systems</div>
<div><span class="regularweight">Engine: </span>Proprietary (ForzaTech)</div>
<div><span class="regularweight">Year: </span>2024 - 2026</div>
</div>
<p class="medium">For the better part of 2 years, I have been working at <span class="highlight">Playground Games</span> to deliver the next installation in the acclaimed <span class="highlight">Forza Horizon</span> series!
Working as a Tools Engineer allowed me to gain experience writing industry-quality C# and C++; collaborating with content teams to deliver the robust, high quality tooling required to fuel AAA games. On the Systems side,
I worked to ensure the stability of the ForzaTech engine for both developers and players.
<div class="ytContainer">
<iframe src="https://www.youtube.com/embed/lwlw0ChiSR0?enablejsapi=1"
title="Forza Horizon 6 Teaser Trailer" frameborder="0"
allow=" accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowfullscreen></iframe>
</div>
<p></p>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
<div id="IRPContent" class="tabContent">
<span class="clickableHeader" id="repoIRP">Card Game Visual Scripting</span>
<div class="medium lightweight infobar">
<div><span class="regularweight">Project: </span>Individual Research</div>
<div><span class="regularweight">Engine: </span>Custom Unity Tool</div>
<div><span class="regularweight">Year: </span>2023</div>
</div>
<p class="medium">Driven by inconsistent card wording in <i>HearthStone</i>, I developed a bespoke visual scripting
solution for implementing card effects in digital card games.
This included developing a custom node editor using Unity's GraphView package and UI Builder, as well as
the logic to interpret the graphs and execute effects in-game with events.
</p>
<div class="sample-container" style="display: flex; gap: 50px; margin-left: 50px; margin-right: 50px;">
<pre class="codePreview" style="line-height: 10%; max-height: auto;"><code class="language-csharp" style="font-size: x-small;">
public void Populate(CardEffectTree effectTree)
{
if (effectTree == null) return;
ClearElements();
CurrentTree = effectTree;
if (effectTree.nodes == null || !effectTree.nodes.Any()) return;
//Instantiate all nodes
foreach (CardEffectNode node in effectTree.nodes)
{
VisualNode n = new(node, this);
AddElement(n);
n.UpdateDescription();
}
//Connect parents to children
foreach (CardEffectNode parent in effectTree.nodes)
{
if (parent == null) continue;
VisualNode visualParent = GetVisualFromData(parent);
foreach (CardEffectNode child in parent.GetChildren())
{
if (child == null) continue;
child.parent = parent;
VisualNode visualChild = GetVisualFromData(child);
AddElement(visualParent.outputPort.ConnectTo(visualChild.inputPort));
}
}
}
private GraphViewChange OnGraphViewChanged(GraphViewChange graphViewChange)
{
//Remove Elements
if (graphViewChange.elementsToRemove != null)
foreach (GraphElement ge in graphViewChange.elementsToRemove)
if (ge is VisualNode visualNode)
{
CurrentTree.RemoveNode(visualNode.data);
}
else if (ge is Edge edge && edge.output.node is VisualNode parent &&
edge.input.node is VisualNode child)
{
Undo.RecordObject(parent.data, "Remove Child");
parent.data.Remove(child.data);
child.data.parent = null;
EditorUtility.SetDirty(parent.data);
}
//Add Elements
if (graphViewChange.edgesToCreate != null)
foreach (Edge edge in graphViewChange.edgesToCreate)
if (edge.output.node is VisualNode parent && edge.input.node is VisualNode child)
{
Undo.RecordObject(parent.data, "Add Child");
parent.data.Add(child.data);
child.data.parent = parent.data;
EditorUtility.SetDirty(parent.data);
}
//Moved Elements
if (graphViewChange.movedElements != null) CurrentTree.SortTreeByNodeGraphPosition();
//Events
OnGraphViewChange?.Invoke();
CurrentTree.HandleKeywordData();
return graphViewChange;
}
public override void BuildContextualMenu(ContextualMenuPopulateEvent evt)
{
if (CurrentTree == null) return;
TypeCache.TypeCollection types = TypeCache.GetTypesDerivedFrom<CardEffectNode>();
foreach (Type type in types)
{
if (type.IsAbstract) continue; //Don't instantiate abstract types
evt.menu.AppendAction($"{type.BaseType?.Name}/{type.Name}", //create right click menu
_ => //invoke method when item selected
{
MethodInfo method = CreateNodeMethodInfo.MakeGenericMethod(type);
method.Invoke(this, null);
});
}
}
//reflection method info
private static readonly MethodInfo CreateNodeMethodInfo =
typeof(CardEffectGraphView).GetMethod("CreateNode", BindingFlags.NonPublic | BindingFlags.Instance);
//method that gets invoked with the generic type of selected node
private void CreateNode<NodeType>() where NodeType : CardEffectNode
{
NodeType node = CurrentTree.CreateNode<NodeType>();
if (node == null) return;
AddElement(new VisualNode(node, this));
}</code></pre>
<img src="static/img/irpcontextmenu.png" style="max-width: 50%; max-height: auto;"></img>
</div>
<div style="position: relative; width: 100%; height: 0; padding-top: 70%;
padding-bottom: 0; box-shadow: 0 2px 8px 0 rgba(63,69,81,0.16); margin-top: 1.6em; margin-bottom: 0.9em; overflow: hidden;
border-radius: 8px; will-change: transform;">
<iframe loading="lazy"
style="position: absolute; width: 100%; height: 100%; top: 0; left: 0; border: none; padding: 0;margin: 0;"
src="https://www.canva.com/design/DAFjFRBTycM/view?embed"
allowfullscreen="allowfullscreen" allow="fullscreen">
</iframe>
</div>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
<div id="RollbackContent" class="tabContent">
<span class="clickableHeader" id="repoRollback">Rollback Netcode</span>
<div class="medium lightweight infobar">
<div><span class="regularweight">Project: </span>Game Engine Programming</div>
<div><span class="regularweight">Tooling: </span>C# .NET</div>
<div><span class="regularweight">Year: </span>2022</div>
</div>
<p class="medium">
<br>An explanation, implementation & demonstration of Rollback Networking with C#, using Unity as a display engine.
<br><br>The video has had overwhelmingly positive feedback from people looking for resources on the
topic, which are unfortunately scarce.
I love fighting games, and rollback has revolutionized the way they are played online.
</p>
<div class="ytContainer">
<iframe src="https://www.youtube.com/embed/lCfouAH_N5w?si=ysLsLZH2H0Qpy8ad?enablejsapi=1"
title="YouTube video player" frameborder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowfullscreen></iframe>
</div>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
<div id="PortalContent" class="tabContent">
<div class="clickableHeader" id="repoPortal">Portal Rendering</div>
<div class="medium lightweight infobar">
<div><span class="regularweight">Title: </span>Unreal Mechanics Showcase</div>
<div><span class="regularweight">Tooling: </span>Unreal</div>
<div><span class="regularweight">Year: </span>2022</div>
</div>
<p class="medium">As part of an Unreal Engine mechanics showcase, I created a custom portal system
alongside a character controller. The portals make use of render textures (and a lot of math) to create the
illusion of a portal with depth. They can handle both the player and interactable objects travelling through them.
</p>
<div class="sample-container" style="display: flex; gap: 20px;">
<pre class="codePreview" style="line-height: 10%; max-width: 50%; max-height: 340px;"><code class="language-cpp" style="font-size: x-small;">
void APortalManager::UpdatePortalView(APortalActor* Portal)
{
Portal->GetSceneCaptureComponent()->Activate();
APortalActor* LinkedPortal = Portal->GetLinkedPortal();
if (LinkedPortal != nullptr)
{
const UCameraComponent* PlayerCam = PlayerCon->CameraPawn->GetActiveCamera();
USceneCaptureComponent2D* LinkedSceneCapture = LinkedPortal->GetSceneCaptureComponent();
LinkedSceneCapture->Activate();
//get back-facing transform of the portal-to-enter
FTransform ReversePortal = Portal->GetActorTransform();
FRotator Rot = ReversePortal.Rotator();
Rot.Yaw += 180;
ReversePortal.SetRotation(FQuat(Rot));
//set linkedportal's scene capture component transform relative to linkedportal to be the same as the transform between the active camera and the back of the portal-to-enter
//this makes the portal effect work in 3d, instead of just keeping the camera at the exit of the portal, which would make the effect look flat
LinkedSceneCapture->SetRelativeTransform(UKismetMathLibrary::MakeRelativeTransform(PlayerCam->GetComponentTransform(),ReversePortal));
//having the camera be behind the portal, however, means we need to move it's clipping plane forward to make sure it isn't rendering objects between it and it's portal,
//we dont want to player to see those as it breaks the effect.
//these numbers probably need tweaking still but it's close to where i want it to be
LinkedSceneCapture->ClipPlaneNormal = LinkedPortal->GetActorForwardVector();
LinkedSceneCapture->ClipPlaneBase = LinkedPortal->GetActorLocation() - (LinkedSceneCapture->ClipPlaneNormal * ClipBuffer);
}
}
void APortalActor::TeleportActor(AActor* TargetActor)
{
TargetActor->SetActorLocation(PortalUtils::ConvertLocationToLocalSpace(TargetActor->GetActorLocation(), this, LinkedPortal));
FRotator Rot = PortalUtils::ConvertRotationToLocalSpace(TargetActor->GetActorRotation(), this, LinkedPortal);
Rot.Yaw += 180.0f;
TargetActor->SetActorRotation(Rot);
if(TargetActor->IsA(ACharacter::StaticClass()))
{
Rot.Pitch = 0.0f;
Rot.Roll = 0.0f;
const ACharacter* c = static_cast<ACharacter*>(TargetActor);
c->GetController()->SetControlRotation(Rot);
}
//reapply velocity in portal direction
const FVector TeleportVelocity = TargetActor->GetVelocity();
FVector OrientedVelocity;
OrientedVelocity.X = FVector::DotProduct(TeleportVelocity, GetActorForwardVector());
OrientedVelocity.Y = FVector::DotProduct(TeleportVelocity, GetActorRightVector());
OrientedVelocity.Z = FVector::DotProduct(TeleportVelocity, GetActorUpVector());
OrientedVelocity = OrientedVelocity.X * LinkedPortal->GetActorForwardVector() + OrientedVelocity.Y * LinkedPortal->GetActorRightVector() + OrientedVelocity.Z * LinkedPortal->GetActorUpVector();
TargetActor->GetRootComponent()->ComponentVelocity = OrientedVelocity;
LinkedPortal->IsLastPositionInFrontOfPortal = false;
LinkedPortal->UpdateSceneCaptureRenderTarget();
}
FVector PortalUtils::ConvertLocationToLocalSpace(FVector Location, AActor* CurrentSpace, AActor* TargetSpace)
{
if (CurrentSpace == nullptr || TargetSpace == nullptr)
{
return FVector::ZeroVector;
}
const FVector Direction = Location - CurrentSpace->GetActorLocation();
FVector Dots;
Dots.X = FVector::DotProduct(Direction, CurrentSpace->GetActorForwardVector());
Dots.Y = FVector::DotProduct(Direction, CurrentSpace->GetActorRightVector());
Dots.Z = FVector::DotProduct(Direction, CurrentSpace->GetActorUpVector());
FVector NewDirection = Dots.X * TargetSpace->GetActorForwardVector() + Dots.Y * TargetSpace->GetActorRightVector() + Dots.Z * TargetSpace->GetActorUpVector();
NewDirection.Y *= -1;
return TargetSpace->GetActorLocation() + NewDirection;
}
FRotator PortalUtils::ConvertRotationToLocalSpace(FRotator Rotation, AActor* CurrentSpace, AActor* TargetSpace)
{
if (CurrentSpace == nullptr || TargetSpace == nullptr)
{
return FRotator::ZeroRotator;
}
FQuat TargetRotation = TargetSpace->GetTransform().GetRotation();
FQuat InverseSpaceRotation = CurrentSpace->GetTransform().GetRotation().Inverse();
FQuat RotQuat = FQuat(Rotation);
FQuat FinalQuat = TargetRotation * InverseSpaceRotation * RotQuat;
FRotator ReturnRot = FinalQuat.Rotator();
return ReturnRot;
}
</code></pre>
<video src="static/vid/portal.mp4" autoplay loop muted class="previewVideo"
style="max-width: 50%;"></video>
</div>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
</div>
</div>
</div>
<!--------------------------------------------------------------------------------------------------------------- -->
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document.getElementById("twtImage").addEventListener("click", function () {
window.open("https://twitter.com/zacpeelyates", "_blank");
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