Focus area: low-level performance engineering, deterministic compilation pipelines, and zero-framework architecture. All production code targets explicit memory control, minimal abstraction overhead, and verifiable build outputs. No runtime dependencies unless justified by measured constraint.

  • B+Tree Database Engine C

    Multi-table database engine with B+Tree indexing, a disk-backed pager, write-ahead logging, and a SQL-like CLI — built from scratch with zero dependencies.

    B+Tree Index Disk Pager Write-Ahead Log SQL Parser
  • C23 Game Engine C

    Modular 2D engine with a Vulkan renderer, custom ECS, Lua 5.4 scripting, and a Dear ImGui editor workspace — targeting native and WebAssembly.

    Vulkan Pipeline ECS Architecture Lua Scripting ImGui Editor

    Direct Integration Proof

    2D Pixel-Art Platformer

    Shipped title running on the custom engine. Validates the ECS pipeline, sprite-batch renderer, tile collision resolver, and input state machine under real frame-budget constraints.

  • Project Neo-Breakout C#

    Arcade game jam system build — a modernized breakout variant with procedural level generation, particle-driven hit feedback, and a scoring pipeline wired through an event bus. Built under jam time-constraint with zero post-jam dependency additions.

    Game Jam Procedural Levels Event Bus Arcade System