I build systems from the kernel up. Distributed infrastructure, real-time networking, game automation pipelines, container runtimes, and custom x86_64 operating systems — all implemented from scratch.
The common thread is going to the root: implementing protocols and algorithms directly instead of wrapping libraries.
Languages
Inference & vision
ONNX execution providers: CUDA · DirectML · TensorRT · OpenVINO · CPU
Storage
Networking & transport
Kernel & low-level
Tooling
Algorithms
HNSW · A* pathfinding · Consistent hashing · Gossip protocol · CRDT (RGA) · Segmented WAL · Idempotent producer protocol · Priority state machine · Binpacking scheduler · SHA-256
NyxOS · C, Assembly, 🌙 Nyx C — x86_64 kernel with GUI compositor, full TCP/IP stack, ring-3 userspace, and a native language runtime. Multiboot boot → long mode → 4-level paging (higher-half, NX+SMEP) → windowed desktop with taskbar. ELF64 loader, initramfs, fork() with COW, 11 syscalls via syscall/sysret, ring-3 processes with isolated page tables. EXT2 read/write with auto-mount. PC speaker + Sound Blaster 16 DMA audio. Preemptive weighted scheduler, SMP, nice/renice, job control. 40+ shell commands, pipes, env vars, Tab completion, command history. Boot animation with login screen. 🌙 Nyx C: Go/Zig-inspired typed language that transpiles to C and runs natively on NyxOS. Written entirely from scratch — no external libraries.
Event-Engine · Go — Persistent message broker with exactly-once producer semantics. Segmented write-ahead log with binary indexes for O(log N) offset lookup. Idempotent producer registry via (producerID, sequenceNumber) pairs. LevelDB consumer offset store. HTTP API.
125k produce ops/s · 890k sequential fetch records/s · 42k random-offset reads/s
distributed-task-queue · C++17 — Fault-tolerant master-worker task queue. Workers register with declared capacity and send heartbeats every 10s; the master reassigns tasks from unresponsive workers after 3 missed intervals. Least-loaded worker selection. SQLite persistence. Docker Compose scale-out.
mini-orchestrator · Go — Container orchestrator built on raw Linux kernel primitives. unshare + pivot_root for namespace isolation, cgroups v1 for CPU/memory limits, veth pairs with bridge network and NAT for outbound connectivity, IPAM from a managed subnet. REST API for full container lifecycle. No Docker daemon or containerd involved.
distributed-kv-store · Java — Dynamo-style key-value store. Consistent hash ring with virtual nodes for data partitioning. Gossip protocol over UDP for membership and failure detection. Replication factor 2. Transparent HTTP redirect on wrong-node requests. Docker Compose 3-node cluster.
distributed-cron-scheduler · Swift / Vapor — Fault-tolerant distributed cron scheduler. Leadership via PostgreSQL advisory lock with TTL; only the leader executes jobs, standby takes over within seconds on crash. Full run history, retry with exponential backoff, REST API, 2-node Docker Compose cluster.
vector-db-hnsw · Rust — Approximate nearest neighbor search engine. HNSW algorithm from scratch with cosine similarity. Thread-safe via parking_lot::RwLock. Persistent index via bincode. Actix-web REST API.
~15k inserts/sec · ~5k queries/sec at k=10 over 100k vectors · >99% recall
fraud-rules-engine · Elixir — Streaming event processor with declarative fraud rules. GenStage pipeline with backpressure. Sliding window counters per (key, rule_id) in ETS with automatic TTL expiry. Rules managed at runtime via REST API — no restart needed. Webhook alert dispatch.
prometheus-like-tsdb · Zig — Time series database from scratch, zero external dependencies. Gorilla XOR compression for float64 samples (~1.4 bytes/sample), DFCM timestamp encoding, write-ahead log for crash recovery, inverted label index for fast selector queries, aggregations (sum, avg, max, min), memory-mapped block files. HTTP API compatible with Prometheus text exposition format.
multiplayer-game-server · C# / .NET 8 — Real-time multiplayer game server. One GameLoopActor per match — isolated async loop, 10 ticks/sec, no shared mutable state between rooms. SignalR WebSockets. Automatic matchmaking queue (4 players per room). Move, Attack, and Heal actions processed per tick.
crdt-collaborative-editor · TypeScript — Real-time collaborative text editor using the RGA (Replicated Growable Array) CRDT. Operations are commutative and idempotent — no central serialization, no Operational Transform. WebSocket broadcast. Multiple clients converge to the same document state regardless of operation arrival order.
GARGUEL · Python — Automated click-bot for Steam games. Full match cycle with difficulty selection, auto-mode activation, and result navigation. CustomTkinter GUI with session stats and activity log. SQLite session tracking. Standalone .exe via PyInstaller.