17 // United Kingdom
Obsessed with how shit works under the hood. I prefer to use C++/C# and Rust but can flex to JS or Kotlin/Java when suited. Used to do a lot of full-stack and a bit of web dev, mostly focusing on game development and low-level lang atm.
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Project: SpectreRevival (WIP): Currently attempting to revive the shut down tac fps Spectre Divide. I'm reverse engineering the client and rebuilding its entire metagame backend from scratch. I've already finished a static response server in Kotlin which allows me to enter the main menu lobby and mess around with stuff, and I'm now building the fully dynamic C++ version and the dedicated servers with
@OhmV-IRto bring the game back online, all just for funsies because i like the game. -
Hunting Cheaters: Worked directly with the devs at Mountaintop Studios (Spectre Divide) to build an intelligence platform that hunted and exposed cheaters. It was a full stack web and discord system for tracking cheating players and their communities. We caught a shit ton of them. I also started (with the help of mountaintop & some community peeps) "SpectrePD", creating a moderated pipeline for community reports to reach the developers.
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Breaking Shit (Respectfully): I love to tear software apart. I've bypassed commercial antitamper solutions like Theia, written custom x64dbg plugins to debug protected games, and even modded network adapters with a soldering iron for better wireless penetration testing. For fun, I reversed Spectre Divide's encryption, ripped unreleased assets, and wrote MITM proxies to fuck with the game client mid flight (clientside, of course).
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Building My Own Jarvis: Built a fullstack AI assistant from the ground up, all selfhosted. A Kotlin app on my phone talks to my own OpenWakeWord/ASR servers, which then speak to a custom Rust router I wrote to handle logic and pick the most cost-effective LLM. The response comes back through a realistic TTS voice, all with minimal latency.
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Game Dev From Scratch: I like to build my own tools. I wrote a custom 'NPC engine' in Rust (a bit like Skyrim Creation Kit's npc creation system) for a nice way to speed up my workflow. I've also built everything from a complex networked enemy AI in Unity to a fullbody VR InverseKinematic system with very interactive physics in UE5 (mix of cpp and bp).
I learn insanely fast. I use GitLab for my private work because their CI is just better.
"The day we let LLMs think for us is the beginning of the end." - uhh John Wick, probably.