pdsystems.devLoading systems

Self-hosted systems, creative tools, and engine work

Peter Deacon - Building practical software, tools, and systems.

Full-stack developer working across Flask, HTMX, Nuxt, Docker, Caddy, and C++ rendering systems.

Live web appsDocker deploymentC++ engines

This portfolio is open source: view the Nuxt build Hero textures were made with ChromaForge.

Currently building

ChromaForge is moving from useful tool to serious material workflow.

The next pass is focused on better PBR map control, clearer preview feedback, stronger texture presets, and a smoother path from generated material to usable asset.

PBR texture pipeline0/6 complete

Next up: Add subscriptions

01

Add subscriptions

Flexible subscription system with configurable AI models, usage limits, and scalable creator-focused pricing.

02

Multi-Model Design

Dynamic AI model routing with configurable quality tiers, fallback systems, and scalable generation pipelines.

03

User-facing batch history

Filter by status, date, and whether PBR packs were included.

04

Bulk Uploads

Upgrading the manual image upload process to process files in bulk.

05

Batch execution

Use a worker-backed queue instead of in-process threads before production load grows.

06

Add batch presets

Let users save common pipeline shapes like `Reference cleanup only`, `Texture + PBR`, and `Studio full pass`.

Currently building

Ragecraft is becoming a custom Minecraft-compatible server from the ground up.

The current focus is on world generation, chunk streaming, lighting propagation, crafting, inventory sync, and making vanilla Minecraft clients talk to a custom Node.js server.

Custom Minecraft server4/6 complete

Next up: Native 26.1.2 Port

01

Vanilla Client Connection

Implementing enough of the Minecraft protocol for vanilla Java clients to connect and explore the world.

02

Procedural Terrain

Generating custom terrain with height-based biome bands, trees, flowers, snow, caves, and varied landscapes.

03

Multicore Chunk Loading

Moving heavy chunk generation and lighting work onto worker threads for much faster world loading.

04

Skylight Propagation

Debugging and improving sky lighting across slopes, caves, chunk borders, and modern world-height sections.

05

Native 26.1.2 Port

Remove shims and prove that Ragecraft can boot cleanly on a native 26.1.2 Prismarine base with the local compatibility rewriters disabled.

06

Gameplay Polish

Next steps include smoother mob behaviour, better block interactions, improved persistence, and more complete survival systems.

Built, shipped, tested, rebuilt

Selected Systems

Live apps, creative tools, engine work, and the experiments that shaped the current stack.

Supporting work

Ultima Props preview
webappIn Development / Demo

Ultima Props

A custom-built e-commerce platform with a full admin backend, product management and flexible shipping logic.

E-commerce workflow covering storefront, admin, orders, Stripe, and downloads.

PythonFlaskHTMXStripe APICustom CMS
rageypeep.gg preview
webappLive

rageypeep.gg

A custom-built gaming platform for tracking playthroughs, reviews and automatically generating game pages from live data.

Steam API data, cron sync, admin tools, and generated game pages running self-hosted.

PythonFlaskHTMXSteam APIAuto-buildCronjobs
An ARPG Prototype preview
enginePrototype

An ARPG Prototype

An isometric ARPG built in C++ with custom rendering, terrain deformation, procedural level generation and combat mechanics.

Multiple C++ engine iterations covering procedural levels, terrain deformation, and custom tools.

C++Custom RendererProcedural GenerationCombat MechanicsCustom Tools3D Graphics
experimentalArchive

Aquaforge

A Rust + Bevy prototype using real ocean heightmap data to simulate large-scale water environments.

RustBevyOcean SimulationHeightmap Data3D Graphics
experimentalArchive

Simple Pages

A full-stack publishing prototype built with React, Express and PostgreSQL, exploring user-created pages and low-friction content sharing.

ReactNode.jsExpressPostgreSQLJWT Authenticationbcrypt
experimentalArchive

Texture Map Generator

An early Python-based tool for generating PBR texture maps, created as a precursor to ChromaForge.

PythonImage ProcessingPBR TexturesProcedural GenerationDesktop Tooling
funExperiment

YouTube Style Video Player

A custom React video player with a YouTube-inspired interface and dynamic ambient box-shadows driven by sampled colours from the video edges.

ReactJavaScriptCustom UIMedia PlaybackDynamic StylingColour Sampling
funExperiment

Voxel Sphere Prototype

A React and Three.js experiment that generates a rounded voxel sphere, renders only visible faces, and merges geometry for more efficient real-time display.

ReactThree.jsJavaScriptVoxel RenderingGeometry MergingPerformance Monitoring
IT Games Website (2003) preview
archiveArchive

IT Games Website (2003)

An early full-stack web project integrating a retail EPOS system with a dynamic ASP backend.

Classic ASPHTMLEPOS IntegrationMS Access

Developer profile

Practical systems, from interface to infrastructure.

Web apps, creative tools, engine experiments, deployment, and the hardware they run on.

I build real, usable systems with a hands-on approach: clean interfaces, practical backend logic, and deployment that I can run and maintain.

My work spans Flask and HTMX applications, Nuxt presentation sites, C++ rendering experiments, and the self-hosted Docker/Caddy stack behind them.

Projects like ChromaForge and JotSpot focus on making useful tools feel fast and direct. The engine work pushes in the other direction: rendering, procedural worlds, chunk streaming, and performance where the details matter.

I also manage the server side myself, which keeps the work grounded. Deployment, reverse proxies, HTTPS, containers, logs, and updates are part of the same system, not an afterthought.

That practical approach carries over into hardware. I build and maintain my own machines, handle upgrades, and troubleshoot performance issues when software and hardware meet in messy ways.

Outside development, English pool keeps the same part of my brain busy: planning ahead, balancing risk, and refining technique over time.

Peter Deacon
Peter DeaconFull-stack developer / systems builder
Mini PC ServerSelf-hosted stack
HostMini PC
RuntimeDocker / Compose
ProxyCaddy
PostgreSQLRedisPortainerDockgeDuckDNS
PythonFlaskVue / NuxtC++HTMXRustDockerCaddyReactHTMLClassic ASPEPOS IntegrationWindows Server 2003IIS

Open signal

Need practical software that ships and stays maintainable?

I work best on full-stack tools, server-rendered apps, self-hosted services, automation, and rendering-heavy experiments where the whole system matters.

Available for focused full-stack builds, internal tools, self-hosted systems, and performance-minded web apps.