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Report abuseSoftware engineer building systems, developer tools, and self-hosted infrastructure.
I work mostly in Go, Rust, Zig, and TypeScript, usually somewhere near Linux, networks, runtimes, or data.
I like software that sits at the seams: runtimes that make concurrency easier, parsers for undocumented formats, infrastructure people can run themselves, and developer tools that turn awkward workflows into dependable ones.
My current work centers on:
| Project | What it does | Core stack |
|---|---|---|
| zgt | M:N runtime for stackful, cooperatively scheduled tasks, with structured cancellation, synchronization, native networking, std.Io, and a versioned C ABI | Zig |
| gobullmq | Redis-backed job queue pinned to BullMQ v4.12.2, allowing Go and Node.js processes to share queues and workers | Go, Redis, Lua |
| Squad Aegis | Control plane for multiple Squad servers with RBAC, RCON, audit trails, workflows, and an extensible plugin model | Go, Vue, Nix |
| squadreplay | Library-first parser and CLI for Squad UE5 replay files, including typed JSON and binary bundle formats | Rust |
| tokr | Local usage ledger for Codex and Claude Code that tracks models, tokens, sessions, and cost without copying conversation content | Rust, SQLite |
| nc-bfcc | Brainfuck-to-x86-64 compiler written in NC Lang that emits statically linked ELF binaries directly | NC Lang, x86-64 |
Languages: Go, Rust, Zig, TypeScript, JavaScript, C/C++, Python, and x86-64 assembly
Systems and infrastructure: Linux, Nix, Docker, Redis, PostgreSQL, SQLite, S3-compatible storage and Git-based delivery
Recurring interests: compilers, runtimes, networking, self-hosting, observability, developer experience, game tooling, and flight simulation
Scripts to maintain active OCI ForeverFree tier instances, preventing deletions due to inactivity.
A comprehensive control panel solution for administrating multiple Squad game servers in one place.
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