Student & Aspiring Software Engineer
I'm a physics and computer science student at Liberty University. I'm passionate about using my technology and engineering talents to improve the lives of those around me. Presently, I'm helping people make memories through my video game, Hexatower.
Long term, I'm interested in writing performance sensitive code. Specifically, I want to work on simulations or digital twins, perhaps over distributed systems. I enjoy solving complex problems in elegant ways; its thrilling.
In my free time, I play Pickleball, go rock climbing, and play videogames with my friends.
I have developed a multiplayer video game using the Rust programming language and the Bevy Game Engine. More information can be found below. Additionally, you can view the source code on my GitHub.
Hexatower is a turn-based video game which resembles Chess, except not really. The main differences are:
I've developed this game twice, and am planning on releasing it on Steam later this year.
I began work on this game as a challenge with which to improve my Rust programming skills. However, when I playtested it with friends, they kept asking to play another round. Indeed, they demanded that I release it on Steam so the world could enjoy it too. I showed it to a professional game developer, and he concurred. However, I was discontent to release it until it had *real* multiplayer functionality. So, having learned a great deal from creating the prototype, I set out to create a new codebase which would ergonomically support zero trust peer-to-peer multiplayer under a listen-server architecture.
I redesigned three major parts of the codebase from the previous version. First, I developed a new coordinate system for the tiles, so that hexagonal tile location data is not cached in memory. This both improves the program's speed and provides a universal frame of reference for all client computers. Second, I tightened the logical world by enforcing that all changes to the logical world must be validated. Third, using those changes, I added zero trust peer-to-peer multiplayer support, under a listen-server architecture. Further, I modified the game design and the UI based on feedback I received during playtests of the prototype.