Projects & Engineering History
My engineering work spans game runtime architecture, programming languages, performance engineering, embedded systems, FPGA design, and commercial hardware/software products.
This page organizes selected projects by technical area. For the complete chronological history, see the main portfolio.
Game Engines & Runtime Architecture
- Dynamic Component System (DCS) — data-oriented component architecture for Unity, with dense pools, handles, and an event system.
- Gamebryo with GambitC Integration — embedded Scheme scripting in a C++ game engine.
- SyberEngine 3D Development Platform — component-based engine architecture, bytecode VM, scripting language, and development tools.
- Unity MVC Framework — lightweight Model–View–Controller architecture for Unity.
- SOOT — Scriptable Object-Oriented Toolkit — embeddable Lisp interpreter and automation toolkit.
Programming Languages & Compilers
- Open GOAL Type System — Common Lisp — parser, validation, and type analysis.
- Open GOAL Type System — Racket — an alternative functional implementation.
- Lisp-Based Development Ecosystem — embedded language tooling for resource-constrained platforms.
Unity Tools, Graphics & Performance
- XiGameTool — asset data extraction, transformation, and serialization tools.
- XiDebugDraw — runtime 3D debugging and visualization.
- XiKeyboard — Emacs-style keyboard bindings for the Unity Editor.
- XiDebugMenu — in-game debugging interface.
- XiSound — lightweight audio system.
- 3D Ray Tracer — software ray tracing and graphics mathematics.
- Koch Fractals and Noise Flow Field — procedural graphics experiments.
Embedded Systems, FPGA & Hardware
- Medical PPG Wristband Prototype — biometric sensing and embedded prototyping.
- KIRA SHARC DSP Module — digital signal processing hardware.
- Aleste LX FPGA Computer — FPGA implementation using SystemVerilog.
- Nintendo GBA SP & DS Video Hardware — custom hardware for capturing and outputting handheld-console video.
- Aleste 520 Computer Emulator — software emulation of legacy hardware.
- Nintendo 64 Hardware Debugger — hardware-assisted console debugging.
- Nintendo 64 Mini-Game — low-level console development.
- Digital Signal Processing & Real-Time Audio — DSP firmware and audio synthesis.
- Pro Action Rocky Cheat Device — low-level firmware and hardware interaction.
Commercial Products, Arcade & VR
- Oculus Quest 2 Haptic Feedback Rifle — VR peripheral hardware and integration.
- 6DOF IMU Hand Tracking Gloves — embedded firmware and motion-sensor integration.
- Crazy Claw Emojis Arcade Game — software for a commercial arcade product.
- Crazy Claw Junior and Crazy Claw Original — arcade game software.
- Rocket Amusements Cabinet I/O Board v2 and v1 — arcade hardware and I/O integration.
- Driver Training Interactive Courseware — interactive simulation and distributed application architecture.