I tried to remember all the major systems/libraries I've programmed from 1990-2020. Of course there were lots of small tasks and small stb libraries as well, bugfixing stints and customer support, and I didn't include my indie videogames (which weren't major programming efforts). But I threw in a few bonus items. This was largely reconstructed purely from memory; I apologize to any projects I forgot or otherwise omitted. — Sean Barrett, 2021

~1990hobbycompiler/VM       from-scratch reimplementation of language-parser/VM for text adventure system (AdvSys)
 hobby systems       invented & implemented sublinear scanner for regular expression matching (SGREP)
1991hobby systems       implementation of malloc() for LPMud (smalloc)
 hobbycompiler/VM        implementation of language-parser VM for multi-user text adventures (Sludge)
1992     geometry    generate polygonal outline around sequences of lines/curves for Postscript "strokepath"
  compiler        part of 2-person team recompiling large Forth codebase to C-as-portable-assembly
      SW graphics    Postscript rasterizer outputting run-length-encoded-bitmap format
1993-1994 compiler/VM        Postscript level 2 parser/interpreter, unfinished (company closed)
 hobby    SW graphics    simple 3d engines, multiple software texture mappers
1994        education"PC Game Programming Encyclopedia" texture mapping article
      SW graphics   software "floor" texture mapper for Sega 32X (project cancelled)
      SW graphics   misc software texture mappers, including colored-lighting & tile indirected
1995     SW graphics   rewrite of floating horizon renderer w/fake texture mapping (Terra Nova)
1996         designed and built tutorial missions for Terra Nova (only game design I did at LGS)
      SW graphics   research: floating-horizon renderer w/correct texture mapping (post Terra Nova)
      SW graphics   perspective-correct software texture mappers
     geometry    arbitrarily connected 3D space rendering using portal vsibility
     geometry    tool to compute above data using Constructive Solid Geometry on input "brushes"
     geometry    complex object vs. portal/cell sorting analysis for rendering w/ painter's algorithm
   systems      coverage tester (to analyze previous)
    editor     part of 2-person team making "brush" editor for what became Thief: The Dark Project editor
1997hobby    SW graphics   multiple voxel rendering engines
 hobby    SW graphics   independently re-invented sphere tracing on voxel grids
1998hobby       educationpaper on sublinear scanning for regular expressions (SGREP)
 hobby     HW graphics  hardware rendering research
1999hobby       educationintro talk how texture maps aren't just images at HardCore Technical Seminars
       HW graphics  part of 2-person rendering team on unfinished "Thief 3" engine (company closed)
2000hobby       educationtalks about fringe/unusual-rendering technologies at Game Technology Seminars
2003hobby systems      "iprof" always-on interactive profiler with "call-stack" attribution
     geometry    build portal/cell visibility structure for a UE2 game (I think?), probably unused
2004-2005hobby       educationmultiple "Inner Product" columns in Game Developer Magazine
       HW graphics  from-scratch HW-only renderer for Genesis3D engine (proprietary, not publically released)
2006hobby systems      JPEG, PNG decoders from specification (stb_image.c)
2007hobby      audio Ogg Vorbis decoder from specification (stb_vorbis.c)
2008hobby     HW graphics education("Sparse") Virtual Texturing GDC talk
   optimize   HW graphics  some visual effects and optimization work for videogame Braid
2009     SW graphics   TrueType font software decoder/rasterizer from specification (stb_truetype.h)
     geometry    Flash 9 vector graphics handling (draw wide lines, convert concave shapes to triangles)
      SW graphics   Flash 9 texture cache of rasterized characters from fonts
       HW graphics  Flash 9 graphics back-end for OpenGL (other ports not by me)
   general      Flash 9 scene graph management, state updating & animation
   systems      multi-heap malloc() implementation
  VM       ActionScript 3 VM implementation: interpreter, garbage collector, etc.
          C implementation of most standard ActionScript 3 libraries (w/ manual GC markup)
2011    geometry    invented Herringbone Wang Tiles
  compiler       generate library documentation by parsing C header and additional markup
    gui     one of several IMGUI libraries (this one used in some versions of Telemetry)
2014   gui     stb_textedit version adapted from Flash 9's text box functionality
2015hobby    SW graphics   truetype software rasterizer that measures 2d area (vs. sampling multiple 1d coverage)
2015-2016hobby     HW graphics  multiple voxel engines (include stb_voxel_render.h)
2015-2016hobby       educationOBBG: streamed development of a throwaway game using stb_voxel_render
2016      HW graphics  research drawing TrueType font characters by rasterizing quadratic beziers in pixel shader, unused (w/Fabian Giesen)
     geometry    library for fast tesselation of common vector shapes to triangles
   general      unfinished runtime for UI focused on performance, minimal draw calls, & dynamically-resizable elements
    editor     unfinished editor for above runtime
    gui     single-drawcall IMGUI library for above editor
2019 compiler       compiler to convert HTML help file collection into single HTML file (replace MS Compiled help aka .chm)
2019       audio research, design & implement most of a new audio compresser format
2020 compiler       unfinished C99 compiler