Systems programmer — network architecture, binary formats, game preservation. C/C++, x86, protocol reverse engineering, authoritative server design. Particular interest in server-side anti-cheat: I build the exploit first, then the architecture that makes it irrelevant.
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. Headless client and stat logger feeding a live leaderboard.
- 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.
The real work is in the repos.

