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Selected engineering work

Problems solved. Decisions explained.

A selection of public work, with implementation evidence.

Confidential work & NDAs

Most of my client work is confidential and covered by non-disclosure agreements (NDAs). The projects shown here are a selection of public work and client-approved references, not a complete record of my work.

Confidential project details, code, and assets remain private.

Engineering case studies

The context, decisions, and public evidence behind the work.

C++ Runtime Startup Performance with Lua IntegrationPublic 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

Public evidence

TechnologiesC++ · Lua · profiling · server runtime

Fair Runtime Scheduling & Parallel ComputeMerged and field validated
Context
A long-running C++ server runtime must keep player-visible input and movement responsive while processing expensive background pathfinding, target selection, combat preparation, maintenance, and asynchronous work.
Problem
Broad dispatcher queues allowed large background workloads to compete with latency-sensitive work, while repeated asynchronous tasks, stale decisions, ownership churn, and unbounded fanout limited fairness and multi-core utilization.
Solution
Introduced lane-aware scheduling, adaptive runtime budgets, bounded multi-core compute, immutable navigation snapshots, visibility-aware promotion, coalescing, queue telemetry, and strict stale-completion validation.
Impact
Improved runtime behavior and player-visible responsiveness under monster-heavy workloads. The architecture passed 264 unit and regression tests and has been field validated across multiple OT server deployments while broader operational feedback continues.

What I owned

  • Dispatcher lane and execution-mode architecture
  • Weighted deficit and producer-fair scheduling
  • Bounded admission, backpressure, and telemetry
  • Parallel pathfinding and decision compute service
  • Immutable navigation snapshots and stale-result rejection
  • Runtime validation, rollout, documentation, and tests

Technical decisions

  • Kept map mutation, Lua, RNG, combat, conditions, cooldowns, and network-visible state on the authoritative dispatcher
  • Allowed workers to receive values or immutable snapshots and return suggestions only
  • Bounded every queue and reserved completion capacity for accepted requests
  • Revalidated entity generation, position, epoch, and topology revisions before applying worker results
  • Adapted background budgets from player-visible latency while preserving producer fairness
  • Used sustained exact backlog state for warnings instead of treating transient histogram samples as incidents

TechnologiesC++ · concurrency · weighted deficit round robin · bounded queues · immutable snapshots · runtime telemetry

Runtime Multiprotocol Networking ArchitectureMerged and field validated
Context
A C++ client/server runtime needed to support modern 15.x, old-protocol 11.00, and compatible 8.60 client families without separate binaries, ports, or fragile version checks spread across the protocol stack.
Problem
The client families differ in TCP framing, checksums, encryption layout, compression, handshake behavior, login payloads, asset signatures, item mapping, and version-specific message fields.
Solution
Implemented transport codecs, initial-connection behavior, runtime protocol profiles, session hints, version-gated payload contracts, compatibility tests, legacy asset export profiles, and coordinated client release packaging.
Impact
Three client families now share one field-validated C++ runtime and deployment model without requiring per-version ports or server builds.

What I owned

  • Transport codec and profile architecture
  • Protocol profile and feature-flag contracts
  • Account-login and game-login layouts
  • Session-hint resolution between login and game connections
  • Current-client compatibility updates and packet debugging
  • Legacy asset export and versioned client release integration

Technical decisions

  • Separated transport framing from protocol feature behavior
  • Kept the modern profile as the safe default when no valid legacy hint exists
  • Used explicit profile feature flags instead of accumulating direct version comparisons
  • Allowed policy to block a detected profile without letting policy guess legacy framing
  • Resolved compatible profiles from session hints, protocol data, and asset signatures
  • Preserved legacy fallbacks while correcting current-client packet boundaries

TechnologiesC++ · TCP framing · XTEA · checksums · compression · protocol profiles · feature flags · unit tests

C++ Build System & Protobuf Packaging OptimizationPublic 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

TechnologiesCMake · vcpkg · Protocol Buffers · package management · cross-builds

Runtime State & Persistence SafetyPublic 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

TechnologiesC++ · SQL persistence · inventory containers · data safety · tests

Profile-Aware Content Integrity AuditorPublic PR merged
Context
A large C++/Lua runtime loads mutually exclusive content profiles containing Lua scripts, XML registrations, protobuf-backed item definitions, storages, actions, movements, weapons, spells, monsters, and NPCs.
Problem
Cross-profile definitions could incorrectly satisfy each other, dynamic Lua expressions could be mistaken for authoritative references, invalid XML ranges could be silently skipped at runtime, and naive whole-repository scans produced noisy or unsafe results.
Solution
Built a deterministic profile-aware auditor that produces typed symbol registries, reference reports, unresolved coverage, stable fingerprints, CI annotations, and JSON/Markdown artifacts validated against bundled schemas.
Impact
Scanned 39,311 facts across two runtime profiles, corrected eight blocking content errors, reduced storage findings from 1,225 to 405 by removing false positives, and completed 72 tests with zero remaining scan errors.

What I owned

  • Static-analysis architecture and Python CLI
  • Profile-aware extraction and symbol model
  • Lua, XML, and protobuf-backed data analysis
  • Deterministic schema-validated artifacts
  • Path safety, resource bounds, and atomic output
  • CI gating, baseline fingerprints, documentation, and tests

Technical decisions

  • Kept mutually exclusive runtime profiles isolated throughout extraction and validation
  • Used conservative Lua analysis and left dynamic expressions unresolved instead of fabricating missing references
  • Parsed authoritative protobuf fields instead of treating every numeric value as an item definition
  • Rejected symlink escapes and constrained discovery and output paths to the repository
  • Applied bounded token, fact, diagnostic, and finding limits for large or adversarial inputs
  • Included occurrence multiplicity in semantic fingerprints so waivers cannot hide new duplicates

TechnologiesPython · Lua analysis · XML · Protocol Buffers · JSON Schema · static analysis · GitHub Actions

Versioned Client Asset Delivery & Release PlatformPublic product
Context
Client delivery needed to support modern and legacy asset sets, server-specific modules, public launcher downloads, catalog visibility, operational monitoring, and versioned update metadata without exposing private implementation details.
Problem
Partner distribution was not a single-download problem. Different servers and client versions needed isolated asset trees, module sets, launch goals, update cadence, archive selection, catalog integrity, news, monitoring, and delivery rules through one controlled public entry point.
Solution
Integrated client asset automation, launcher/API delivery flows, version-aware archives, catalog validation, server-specific asset/module loading, partner rules, admin monitoring, news APIs, signed metadata, and release support.
Impact
Gives players and operators a controlled download/update path while preventing version-mismatched packages, repairing 11 spritesheet collisions, and 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
  • Version-aware release archive selection
  • Spritesheet catalog collision validation
  • 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
  • Matched release archives against the requested client version instead of accepting the first compatible file extension
  • Reserved generated spritesheet names across each import batch and failed closed on duplicate or missing catalog entries
  • 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

TechnologiesC++ · Lua · Go · asset delivery · catalog integrity · launcher/API · release operations · monitoring

Large Data Load/Save & Rendering OptimizationPublic 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

Public evidence

TechnologiesC++ · allocator work · binary I/O · rendering · Protocol Buffers

Expertise & tools

Core Systems

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

C++ · Lua · runtime architecture · concurrency · bounded scheduling · profiling · memory ownership · hot-path optimization

Protocols & Networking

Transport contracts, runtime profiles, compatibility work, and protocol tooling.

TCP client/server flows · transport codecs · runtime protocol profiles · binary compatibility · Protobuf · login/session flows

Build & Platform

Cross-platform build, packaging, and developer workflows.

CMake · vcpkg · GitHub Actions · Docker · release integrity · Linux / Windows workflows

Reliability & Data Safety

State mutation, persistence, deterministic validation, and runtime correctness work.

SQL / MariaDB · persistence invariants · mutation safety · deterministic static analysis · schema validation · test coverage

Product Delivery

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

launcher/API integration · asset delivery · signed metadata · telemetry · crash reporting · release operations

Artificial Intelligence (AI) for Software Engineering

Technical work supporting the training of AI code models, grounded in real open-source engineering experience.

code-model training support · code reasoning · C++ · debugging · performance analysis · open-source systems

Measurements & outcomes

~54s → 1.5-3.0s

runtime startup

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

Canary PR #3968

47.93% → 18.02%

async task fanout

Reduced sampled inclusive CPU share during a documented monster-stress workload.

Canary PR #4023

508s → 55s

build step PoC

Reduced Protobuf lite runtime build time in local PoC measurements.

Protobuf landed commit

3 families / 1 runtime

protocol architecture

Supported modern 15.x, 11.00, and 8.60 client families without per-version ports or builds.

Canary PR #4009

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
Open-source contributions

Diagnostics / Runtime Observability

OTClient Logging Backend

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

Public PR merged

Runtime Stability / Data Safety

Market/Inbox Data Safety

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

Public PR merged

Release Engineering / CI

Cross-Repository Release Integrity

Linked exact client/server release tags, validated required packages before publishing, and preserved authoritative client metadata.

Public PR merged
View more contributions

Security / Build Systems

Mbed TLS RSA Backend

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

Public PR merged

Runtime Validation / Platform

Reproducible Runtime Stack & Smoke Tests

Validated runtime startup across Linux, macOS, and Windows and provided a Docker quickstart with database and login services.

Public PR merged

Multi-Repo Protocol Engineering

Livestream Protocol/Login Flow

Connected read-only viewer sessions across C++ runtime state, protocol restrictions, persistence, Lua commands, and a Go login service.

Public PR merged

Build Systems / CI Reliability

Windows vcpkg Cache Coordination

Serialized only Windows cache writers while preserving parallel read-only jobs, preventing duplicate NuGet publication races.

Public PR merged

Private work

Asteria

C++/Lua client and server engineering across runtime behavior, protocol compatibility, persistence, and delivery workflows.

Client-approved private work · Reference available on request.

More about my experience
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Available for custom software development, technical consulting, and senior C++ engineering roles.