I am a software engineer focused on distributed systems, real-time simulation, and multiplayer architecture, with particular emphasis on authoritative server design, latency compensation, and performance-critical gameplay systems. My work spans backend engineering, networking, and game systems, with a strong bias toward first-principles design over framework dependency.
- Real-time authoritative multiplayer systems
- Server-side simulation and deterministic game logic
- Client-side prediction, interpolation, and reconciliation
- Bandwidth-aware state replication and spatial partitioning
- Behavioral anomaly detection and anti-cheat systems
- Reverse engineering of closed systems via instrumentation and observation
Languages:
JavaScript · TypeScript · Lua · PHP · MySQL
Protect The President is a fully original, team-based multiplayer game mode for FiveM, engineered from the ground up without reliance on ESX, vRP, or other prebuilt frameworks.
The system models a constrained adversarial escort scenario in which one team is responsible for safely extracting a high-value player entity while an opposing team attempts interdiction. The architecture prioritizes determinism, scalability, and low-latency state coherence.
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Authoritative Game State Management
Complete server ownership of round lifecycle, player roles, win conditions, and mission state. Client authority is intentionally minimized. -
Dynamic Temporal Simulation
In-game time progression is modulated based on gameplay phase to improve pacing and visibility while maintaining immersion. -
Behavior-Driven Anti-Cheat
Detects movement anomalies, input inconsistencies, and unauthorized UI usage through server-side heuristics rather than signature matching. -
Real-Time Discord Role Synchronization
Player permissions are continuously reconciled against live Discord role state without requiring reconnects. -
Scenario-Aware Loadout and Spawn Logic
Equipment, objectives, and spawn topology are derived from server-defined scenario graphs rather than static configuration.
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Custom RageUI-Based VIP Interface
Purpose-built UI avoids the overhead of general-purpose menu frameworks and minimizes client tick cost. -
HTML/CSS nUI Rendering Pipeline
All text and interface elements are rendered via nUI rather than native draw calls, enabling resolution independence, richer layout control, and improved performance. -
Multi-Map World Transitions
Seamless transitions between Cayo Perico, North Yankton, and custom environments using asset preloading, routing buckets, and controlled state migration. -
Telemetry & Instrumentation
Server-side collection of round metrics (survival time, eliminations, mission outcomes) for analytics and balancing. -
Tick-Conscious Server Design
Systems are structured to avoid unnecessary per-frame evaluation, maintaining stability under high player concurrency.
This project is a long-running, continuously evolved codebase with distinct branding, integrated commerce, and live operations support.
A complete, ground-up server emulator for Powerline.io, developed without access to the original backend code.
The system reconstructs gameplay, networking behavior, and synchronization semantics exclusively through live observation, packet analysis, and controlled experimentation.
Key components include:
- Authoritative multiplayer simulation with client input buffering
- Predictive interpolation and latency compensation
- Spatial partitioning via quad-based indexing for collision detection
- High-throughput broadcast filtering using view-frustum culling
- Deterministic PvP tail-collision resolution
- Macro scripting engine for automated movement and testing
- Live telemetry, diagnostics, and frame-level replay tooling
All gameplay logic, networking, and synchronization were independently derived. No proprietary server assets or source code were used.
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Interpolation Engine
Predictive positioning and smoothing for high-latency multiplayer scenarios. -
SQL Batch Optimizer
Queue-based write aggregation to reduce transactional overhead under load. -
Camera Tweening System (FiveM)
Deterministic cinematic camera transitions for scripted scenes and dynamic focus. -
Locales Translation Pipeline
Batch conversion of configuration files across 25+ languages.
I approach game systems as distributed simulations, not scripts.
My design principles emphasize:
- Explicit state ownership
- Measurable performance characteristics
- Minimal abstraction leakage
- Graceful degradation under load
I am particularly interested in the boundary between client perception and server truth, and how careful engineering can make that boundary effectively invisible to players.
- Discord: dalrae0
- Website: https://dalr.ae
- GitHub: https://github.com/Dalrae1



