Systems programmer — network architecture, binary formats, game preservation. C/C++, x86, protocol reverse engineering, authoritative server design. Moving toward vulnerability research and coordinated disclosure, currently investigating a disputed memory-safety issue in a game engine. Particular interest in server-side anti-cheat: I study how exploits work in order to design architectures that make them structurally impossible.
Remote · wirescold@gmail.com · Open to: game security / anti-cheat, netcode, engine & preservation work
Authoritative multiplayer server — C++20 server, Unity client Server owns all game state; client renders and predicts. Flat-grid spatial hash for O(1) range queries, bidirectional visibility tracking for enter/leave events, dirty-flag broadcast batching, Lua hot-reload for game logic. Sustains 2,000 simulated clients at 20 TPS (~40–50ms tick, single host). Protocol and architecture fully documented.
ONWIND (active) — clean-room reconstruction of a 20-year-old MMO server core. Protocol recovered through packet analysis and client behavior; rebuilt against a documented message spec in place of the original's ad-hoc encryption. Write-up in progress.
Tooling — map editors and unpackers built on reverse-engineered archive formats. Stat aggregation from a reverse-engineered client protocol.
- Languages —
C++Cx86 asm·C#Lua - Reverse engineering —
GhidraIDAx64dbgWireshark - Networking — authoritative server design · binary protocol design · custom serialization · async I/O
- Systems & build —
CMakevcpkgasioSQLitesol2spdlog - Engines —
UnityUnrealFNAMonoGame
Clean-room throughout — analysis on legally obtained copies, no proprietary assets or code redistributed, specifications documented independently of original source. Preservation-oriented: the goal is that these systems stay runnable.
Some work is under NDA or otherwise not public. Happy to discuss approach and architecture directly.

