C++ Runtime SystemsProtocols & NetworkingPerformance & ReliabilityLinux / Windows

Senior C++ Software Engineer for Performance-Critical Systems

I build, optimize, and maintain C++ backend runtimes, Lua-integrated systems, protocol-driven client/server software, cross-platform tooling, and production-grade systems where performance, stability, and data correctness matter.

Applied across online infrastructure, open-source platforms, private client/server products, and developer tooling across Linux and Windows.

Capabilities

Systems engineering skills grounded in shipped and reviewed work.

Core Systems

Runtime architecture and performance-sensitive C++/Lua systems.

C++Luaruntime architectureprofilingmemory ownershiphot-path optimization

Protocols & Networking

Client/server flows, compatibility work, and protocol tooling.

TCP client/server flowsprotocol compatibilityProtobuflogin/session flowscapture tooling

Build & Platform

Cross-platform build, packaging, and developer workflows.

CMakevcpkgGitHub ActionsDockerLinux workflowsWindows workflows

Reliability & Data Safety

State mutation, persistence, and runtime correctness work.

SQL / MariaDBpersistence invariantsmutation safetyruntime stabilitytest coverage

Product Delivery

Public delivery surfaces, launcher/API integration, and release operations.

launcher/API integrationasset deliverysigned metadatatelemetrycrash reportingrelease operations

Impact Highlights

Fast proof points for performance, build, reliability, and delivery work.

~54s -> 1.5-3.0s

runtime startup

Reduced C++/Lua server startup time in public PR measurements.

Canary PR #3968

139,767 -> 126

sampled CPU

Reduced sampled CPU in static viewport rendering.

RME PR #188

17,830 -> 2,230

allocator refills

Reduced allocator slab refills during large map operations.

RME PR #188

Linux / macOS / Windows

smoke tests

Added cross-platform runtime smoke tests.

Canary PR #3963

Multi-server

delivery surface

Catalog-based client asset and module delivery for supported servers.

OTCRP product

Case Studies

Detailed technical narratives with context, decisions, impact, and evidence.

C++ Runtime Startup Performance with Lua Integration

Public PR merged

Context: OpenTibiaBR Canary is a large C++/Lua online server runtime where startup touches scripts, map data, tile caches, spawn configuration, and runtime registries.

Problem: Startup had expensive hot paths that slowed iteration and operational startup.

Solution: Optimized Lua loading, map parsing, tile cache construction, zone indexing, and spawn startup without changing expected runtime behavior.

Impact: Script/module loading dropped from about 54 seconds to roughly 1.5-3.0 seconds in public PR measurements.

What I owned

  • Profiling and diagnosis
  • Hot-path implementation
  • Behavior preservation
  • Measurement and tradeoff documentation

Technical decisions

  • Focused on startup hot paths before changing broader runtime architecture
  • Preserved expected script, map, tile, zone, and spawn behavior
  • Used public before/after measurements to document impact

Technologies

C++Luaprofilingserver runtime

C++ Build System & Protobuf Packaging Optimization

Public upstream commit

Context: Some C++ package-manager and cross-build workflows use a host protoc while target packages only need protobuf::libprotobuf-lite.

Problem: The target-side Protobuf package could still pay build and install cost for full runtime and compiler-side artifacts that the target dependency graph did not need.

Solution: Implemented upstream Protobuf CMake support for a constrained lite-only runtime build and contributed the vcpkg port change that makes libprotoc opt-in for non-native target builds.

Impact: The Protobuf change landed through Copybara as public commit 7c090172. The local PoC measured the build step dropping from 508.063s to 55.648s and installed footprint from 113,754 KB to 21,579 KB.

What I owned

  • Upstream problem statement
  • CMake implementation
  • vcpkg packaging update
  • Maintainer iteration
  • Landed-commit verification

Technical decisions

  • Kept Protobuf default behavior unchanged
  • Added a strict lite-only mode only when compiler-side artifacts, tests, conformance, examples, and upb are disabled
  • Exported and installed only targets that actually exist
  • Treated Protobuf's closed PR state through the public Copybara landed commit instead of GitHub's merge flag

Technologies

CMakevcpkgProtocol Bufferspackage managementcross-builds

Runtime Hot-path & Memory Ownership

Public PR merged

Context: Long-running C++/Lua server runtimes need correct ownership boundaries, efficient persistence paths, and stable client synchronization during bulk state mutations.

Problem: Lua shared userdata could miss typed finalizers, hot paths created avoidable shared_ptr churn, query construction allocated more than necessary, and bulk container mutations could send repeated intermediate updates.

Solution: Hardened shared userdata cleanup, reduced avoidable refcount churn, reused query buffers, and added batch update behavior for player/container mutations.

Impact: Improved runtime safety and reduced avoidable work across memory ownership, persistence, movement/spectator, and player-state synchronization paths.

What I owned

  • Lua shared-userdata ownership contract
  • Runtime leak and finalizer hardening
  • Refcount and notification hot-path reductions
  • Database query construction optimization
  • Container batch update lifecycle
  • Documentation and tests

Technical decisions

  • Migrated critical shared userdata paths to typed finalizers instead of broad ownership rewrites
  • Kept raw pointers local and lifetime-anchored by existing strong snapshots
  • Left player saves in the existing synchronous transaction flow while reducing formatting overhead
  • Batched container refreshes at the outer scope to avoid intermediate client churn

Technologies

C++Luamemory ownershipSQL persistenceruntime synchronization

Multi-Repo Protocol/Login Flow

Public PR merged

Context: OpenTibiaBR needed a livestream/cast viewer flow that crossed the Canary server runtime and the login-server stack. The feature had to expose active casts to clients through a normal client-compatible login path while preserving game-state safety.

Problem: Viewer sessions needed to be read-only, isolated from player actions, represented in login descriptors, and compatible with client expectations without turning spectators into normal game participants.

Solution: Implemented livestream manager behavior in Canary, viewer restrictions, Lua command integration, persistence/runtime support, and matching login flow support in login-server.

Impact: Demonstrated multi-repo ownership across runtime behavior, protocol/login descriptors, persistence, commands, and client compatibility.

What I owned

  • Server-side livestream/cast flow
  • Viewer restrictions and session state
  • Login descriptor contract
  • Lua command integration
  • Persistence and runtime integration
  • Documentation and compatibility work

Technical decisions

  • Used explicit livestream login descriptors instead of hidden client assumptions
  • Persisted active caster state so login services could list available sessions
  • Kept viewer input restricted inside the game protocol path, not only at command level
  • Separated Canary runtime behavior from login-server descriptor support so each repository owned the right part of the flow

Technologies

C++LuaGoprotocollogin stack

Runtime State & Persistence Safety

Public PR merged

Context: Market, inbox, and offline-save flows need strong item and persistence invariants. Small mistakes can duplicate items, lose items, or overwrite valid player progression.

Problem: Full inboxes, stack splitting, partial insertions, market clone behavior, and partial offline-player saves had edge cases where mutation order could corrupt state.

Solution: Hardened inbox and market insertion paths with capacity checks, safer cloning/insertion behavior, batch insertion helpers, and offline save protections.

Impact: Reduced risk of duplicated/ghost items, item loss, and progression resets in economy and persistence flows.

What I owned

  • Capacity validation logic
  • Stack and non-stack item handling
  • Atomic batch insertion behavior
  • Offline save protection
  • Tests and edge-case coverage

Technical decisions

  • Validated capacity before mutating item state
  • Added dry-run/test-only insertion behavior for preflight checks
  • Handled stackable and non-stackable items explicitly
  • Centralized insertion behavior to reduce duplicated item movement logic
  • Avoided saving incomplete offline-player state over valid persistent fields

Technologies

C++SQL persistenceinventory containersdata safetytests

Reproducible Runtime Environment & CI Smoke Tests

Public PR merged

Context: New users and maintainers need a reproducible local stack, and CI needs to catch runtime startup failures.

Problem: Build success alone did not prove that the server could start with database, config, map data, login-server, and MyAAC account tooling integration.

Solution: Built a local stack with MariaDB, Canary runtime image, MyAAC account tooling, login-server, startup scripts, LAN mode, and runtime smoke tests.

Impact: Improved developer onboarding and increased confidence in runtime startup behavior.

What I owned

  • Docker quickstart architecture
  • Startup scripts and documentation
  • Runtime smoke-test flow
  • CI integration

Technical decisions

  • Validated runtime startup, not just compilation
  • Used the published runtime image instead of requiring local compilation
  • Included MariaDB, MyAAC account tooling, and login-server in one reproducible stack
  • Added platform-specific startup scripts and LAN mode
  • Validated runtime startup in CI across Linux, macOS, and Windows

Technologies

DockerMariaDBGo login-serverGitHub Actionsruntime validationrelease workflows

Modern Client Asset Delivery Platform

Public product

Context: Client delivery needed to support modern asset sets, server-specific modules, public launcher downloads, catalog visibility, operational monitoring, and update metadata without exposing private implementation details.

Problem: Partner client distribution was not a single-download problem. Different servers needed different asset trees, module sets, launch goals, update cadence, news, monitoring, and delivery rules while preserving one controlled public entry point.

Solution: Integrated client asset automation, launcher/API delivery flows, server-specific asset/module loading, partner catalog rules, admin asset monitoring, news APIs, HTTPS monitoring, signed metadata, and release support.

Impact: Gives players and operators a controlled public download/update path while preserving separation between server-specific packages and confidential partner operations.

What I owned

  • Client-side launcher/runtime integration
  • Catalog-driven multiserver delivery flow
  • Automatic asset download and install flow
  • Archive extraction and integrity checks
  • Admin-side asset monitoring and news APIs
  • Windows release support

Technical decisions

  • Kept final runtime files in existing client asset paths instead of introducing a second source of truth
  • Used archive-first installation with manifest fallback behavior
  • Kept server-specific assets, modules, launch metadata, and catalog visibility separated through delivery rules
  • Scoped public claims to the current Windows launcher surface and public PR evidence
  • Kept private repository names, source, internal endpoints, signing material, and asset internals out of public copy

Technologies

C++LuaGoasset deliverylauncher/APIrelease operationsmonitoring

Large Data Load/Save & Rendering Optimization

Public PR merged

Context: Remere's Map Editor is a long-lived C++ desktop tool used to inspect, edit, load, save, render, and export large map/client-asset data sets.

Problem: Large-map workflows were paying too much allocation, traversal, binary I/O, save-path, repaint-invalidation, and generated asset export cost.

Solution: Added pooled allocation, cached floor/tile lookups, improved binary I/O, optimized save traversal, reduced unnecessary repaint work, and added large map asset export support.

Impact: Public PR metrics report slab refills dropping from 17,830 to 2,230, allocation CPU share dropping from 20.01% to 14.62%, and static viewport sampled CPU dropping from 139,767 to 126.

What I owned

  • Profiling and diagnosis
  • Allocator and traversal changes
  • Binary I/O and save-path improvements
  • Rendering invalidation changes
  • Cyclopedia/staticdata export support
  • Before/after metrics in public PRs

Technical decisions

  • Added a small-object slab allocator for hot Item/Tile/Floor allocation paths
  • Cached floor/tile lookup and assigned tile locations directly during parsing
  • Used direct tile-location traversal during save to reduce repeated lookup work
  • Split scene-dirty refresh from overlay-only refresh so static overlays did not invalidate cached map rendering
  • Kept Cyclopedia asset export focused on protobuf/staticdata paths and documented deferred optimization candidates

Technologies

C++allocator workbinary I/OrenderingProtocol Buffers

Public Evidence & Contributions

Claims are tied to public artifacts wherever possible.

This portfolio prioritizes merged PRs, upstream commits, public product pages, and cross-repository evidence. Private work is separated and described only at a public-safe architecture and outcome level.

Open-source systems

Canary, OTClient, Remere's Map Editor, login-server, vcpkg, and Protocol Buffers contributions.

Production-like surfaces

Public launcher/download pages, runtime smoke tests, release workflows, and partner delivery flows.

Private work boundaries

Private repositories, endpoints, logs, diagnostic artifacts, screenshots, assets, and business metrics stay out of public copy.

Public PR merged Build Systems / Protocol Tooling

Protobuf-lite Integration

Reduced protobuf dependency surface for lite-runtime protocol data.

View PR
Public PR merged Client Networking

OTClient HTTP/WebSocket Modernization

Replaced in-house HTTP/WebSocket implementation with ixwebsocket while preserving public client APIs.

View PR
Public PR merged Diagnostics / Runtime Observability

OTClient Logging Backend

Added spdlog backend, centralized logging, log levels, formatting, file output, and safer HTTP log handling.

View PR
Public PR merged Developer Tooling / Protocol Assets

RME Cyclopedia Asset Export

Added Cyclopedia/staticdata protobuf export support and performance-oriented export path changes.

View PR
Public PR merged Runtime Stability / Data Safety

Market/Inbox Data Safety

Hardened inbox insertion with capacity checks, stack-aware behavior, atomicity, and tests.

View PR
Public PR merged Release Engineering

Release Workflow and Metadata Tooling

Added tag-driven release workflow, metadata tooling, release docs, and artifact publishing support.

View PR
Public PR merged Operator DX / Stability

Login-server Structured Errors

Added structured public errors, admin hints, config validation, and tests.

View PR
Public PR merged Security / Build Systems

Mbed TLS RSA Backend

Migrated login RSA backend abstraction from OpenSSL usage to Mbed TLS.

View PR
View more contributions
Public PR merged CI/CD / Release Safety

Release Tag Materialization

Materialized tags before publishing so release metadata and assets resolve consistently.

View PR
Public PR merged Protocol Tooling

Launcher Relay and Capture Tooling

Added launcher relay, global capture tooling, parser resilience, and capture validation support.

View PR
Public PR merged Runtime Stability / Data Safety

Market Clone/Ghost Item Fix

Reduced item duplication/loss risk in market and inbox flows.

View PR
Public PR merged Client Performance

OTClient Spectator Retrieval

Optimized spectator retrieval and added tests.

View PR
Public PR merged Developer Tooling

Lua API Documentation Generator

Added generated Lua API docs and stubs for developer tooling.

View PR

Private Work

Private Client/Server Runtime Engineering

Client-approved private work

Asteria client and server work across C++/Lua runtime systems, protocol compatibility, UI/runtime behavior, persistence, launcher/API integration, asset delivery, telemetry, crash reporting, and release operations.

Reference available on request.

Public-safe claims

  • Built and maintained substantial client and server systems
  • Worked across runtime behavior, protocol compatibility, persistence, release operations, and diagnostics
  • Integrated launcher/API, asset delivery, telemetry, and crash reporting flows

Kept private

  • Customer names
  • Private repository names
  • Private URLs or internal service addresses
  • Proprietary code, assets, logs, private diagnostic artifacts, screenshots, and business metrics

Recommendations

LinkedIn Recommendations

Direct feedback from collaborators and clients is available on LinkedIn.

Selected recommendations are linked from my public LinkedIn profile, where recent endorsements and testimonials are available.

LinkedIn

Verified recommendations

If you want to see recommendations, including those from clients and peers, view the dedicated recommendations section on my LinkedIn profile.

Contact

Looking for senior C++ engineering roles or consulting work involving backend systems, protocol-heavy software, performance-critical runtimes, runtime reliability, build tooling, data safety, or production-grade Linux/Windows systems.