Software engineer focused on systems, game engines, AI/ML, networking, and developer tooling.
I'm building a modular, general-purpose game engine from scratch in Rust. Freven is a voxel game built on top of it and serves as a real downstream consumer for engine APIs, gameplay systems, rendering, collision, world streaming, and performance work.
- Engine & runtime - ECS, rendering, assets and content, scenes, input, physics, plugins, voxel systems, tooling, and API design
- AI & simulation - deterministic neural networks, NEAT and neuroevolution, evolutionary algorithms, reinforcement learning, artificial life, and reproducible simulations
- Networking & integrations - client/server systems, QUIC, WebSockets, Godot/GDExtension, and cross-platform debugging
- Reliability - performance profiling, testing, CI, reproducibility, and lifecycle/resource management
Most of my current engine and AI/simulation work is private while it is being prepared for public release.
- Quinn: Windows/Wine ECN compatibility - merged upstream contribution that keeps QUIC endpoint creation working when Wine/Proton lacks optional Winsock ECN functionality
- Rune Companion - Python LLM companion framework with streaming replies, SQLite memory and tasks, injected service interfaces, and console/Matrix connectors
- Gridworld Learning Lab - reproducible Rust reinforcement-learning experiment with tabular Q-learning, seeded runs, persisted policies, evaluation metrics, and deterministic visual rollouts
Rust · Python · wgpu/WGSL · Godot/GDExtension · QUIC/WebSockets · Linux/Docker · GitHub Actions
I enjoy both building systems from scratch and getting into unfamiliar codebases to find the actual root cause of a problem. I'm open to contract work and longer-term engineering collaboration.



