I'm a software engineer with a passion for solving complex technical challenges. My expertise spans systems-level programming, embedded systems, and network architecture, with proficiency in C/C++ and C#, as well as JavaScript and Python. I thrive in low-level environments where performance and precision matter, and I'm always excited to tackle problems that push the boundaries of what's possible.
Architected a middleware application that captures motion data from game engines and transmits it to motion platforms in real-time. Implemented a plugin-driven architecture using C# reflection, enabling developers to create custom plugins by simply dropping DLL files into the application's plugin folder for automatic detection and execution. Utilized C# attributes for plugin metadata management and custom settings structures, providing extensible configuration options. The system manages game executable launching, receives telemetry data, processes it through configurable axis inversion, gains, and limits, then routes it to motion platforms via UDP. Designed both game input and motion platform output as plugin systems, allowing users to develop custom interfaces for any motion hardware or game engine.
Developed embedded systems logic for an ESP32-S3 microcontroller to control servo motors via UDP communication from a computer vision system. Engineered real-time hand tracking integration using the Ultraleap MotionController 2 C API, translating human hand movements into precise robotic arm positioning. Implemented a custom mathematics library to enforce safety constraints and prevent dangerous arm configurations.
Architected networking infrastructure for an augmented reality application using Unreal Engine's native backend systems. Led research and implementation of hand tracking functionality for Meta Quest 3, building the application on Meta's Unreal Engine 5.5 fork. Configured and deployed the engine from source, implementing soft occlusion techniques to enhance visual realism in the AR environment.
Secured second place in a 24-hour game jam with a team of four developers. Designed and implemented custom pathfinding algorithms using deflection vectors to enable dynamic navigation through complex environments while avoiding collision with walls. Delivered a fully functional solution in under five hours through rapid prototyping and problem-solving under time constraints.
I'm always open to discussing new projects, opportunities, or collaborations.
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