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Report abuseUnreal Engine, C++, C# Architecture | Engine Level Systems | Procedural Generation
1. Building high-performance, purist C++ systems for Unreal Engine 5.5+, 0% blueprint, 100% optimization and native engine integration.
2. Building FOSS native Windows 11 apps and wrappers for the community & my personal daily use.
3. Experimenting with FOSS SaaS using TypeScript, Laravel, PHP, C#.
I specialize in solving hard-tech problems within the Unreal Engine ecosystem that standard Blueprints cannot handle. My work focuses on Runtime Procedural Generation, Custom Physics/Gravity Solvers, and Memory-Safe Asynchronous Tooling.
For integration, implementation or custom Unreal / C++ / C# enterprise work requests, contact me or see my extended portfolio.
Some of the repositories below are the FOSS Core versions of my production-ready Pro Fab plugins. They are designed to act as optimized, lightweight alternatives for the UE developer community.
Some of the UE5 repositories hosted here represent the foundation of what I work on. For studios or solo-devs looking for more advanced features, polish, and dedicated technical support, the Pro versions of these tools are available via the marketplace.
➡️ View my current UE5 catalog on Fab
An extremely lightweight, purist C++ engine for UE5 to generate procedural cave & rock structures at runtime.
Memory-safe, asynchronous shader compilation and PSO warm-up system for UE5
Deterministic GGPO-style rollback netcode for Unreal Engine 5: fixed-step simulation, SaveGame-reflection state capture, UDP transport with input redundancy and reliable ACKs. MIT-licensed.
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