Game Systems / Engine Programmer
Focused on deterministic multiplayer, rollback networking, and high-performance simulation systems.
Building scalable systems through deliberate constraints, deterministic execution, and efficient data design.
I design and build custom engine systems focused on performance, determinism, and scalability.
My work centers on solving problems that typically limit game systems, especially around multiplayer consistency, large-scale simulation, and runtime overhead.
The goal is to enable more complex and responsive worlds without requiring massive development teams.
A custom-built engine and sandbox project focused on large-scale deterministic multiplayer simulation in a voxel-based world.
Repository:
bitbucket.org/dmz22136/yearsofshadow
Player Input
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Input Synchronization
(Lockstep)
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Deterministic Simulation
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┌────────────┼────────────┐
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State History Buffer Replication Layer
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Rollback Trigger Injected State Updates
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Rewind
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Resimulate Forward
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Final State
The system combines deterministic lockstep simulation with rollback-based correction and selective replication.
Time → 100 101 102 103 104
Predicted A B C D E
Actual A B C* D E
↑ correction arrives
Rewind → 101 → replay → current
Inspired by Overwatch-style networking, adapted for larger-scale simulation beyond typical arena-based games.
The engine uses deterministic parallelism at the system level.
This approach preserves determinism while efficiently utilizing multi-core CPUs and avoiding complex async behavior.
Stress test demonstrating large-scale deterministic simulation using parallel ECS systems and lightweight physics.
View 40k NPC Stress Test (Video)
NPCs use lightweight AABB physics bodies in a custom multithreaded physics system.
Note: This footage is from an earlier build and includes known issues. Performance characteristics are representative.
Game systems are driven by custom .ent data files.
This keeps data lightweight, reduces indirection, and simplifies system design.
Email: dmz22136@mail.com