std::engine_v2.0

Hardened Software Architect.

Specializing in Multi-threaded Systems, Game Engines, and Real-time Signal Processing. I write modern C++ that maximizes throughput and minimizes latency.

View System Logs

Technical Headers

Core Engine

Template Metaprogramming, Memory Pools, RAII, and Smart Pointers (C++17/20/23).

STL Concepts Coroutines

Concurrency

Lock-free data structures, Atomic operations, and Thread Pooling using std::jthread.

Mutex Condition Vars SIMD

Graphics / Math

Linear Algebra for 3D shaders, Vulkan API, and Custom Physics Integration.

GLSL DirectX 12 Eigen

Class Hierarchy

class SeniorDev : public Engineering

Nexus Core Systems | 2021 - Present

Developing low-latency trading engines in C++20. Focused on cache-locality and zero-copy data transfer.

class SoftwareGrad : public CS_Degree

MIT - B.S. in Computer Science | 2017 - 2021

Thesis on High-Performance Path Tracing using CUDA and Optix.

Static Libraries (Projects)

STABLE_V1.2

Sterling3D Renderer

A cross-platform Vulkan-based rendering engine featuring real-time global illumination and PBR material support.

C++20 Vulkan CMake GLM
BETA_BUILD

Bit-Stream Audio Synth

A wavetable synthesizer utilizing SIMD instructions to process 512 voices simultaneously with sub-millisecond latency.

Audio Programming AVX2 JUCE
// connection_request.init()

Ready to optimize?

Currently open to Senior Systems Architect roles or high-performance engine contracts.

jaxen->ping();