Systems Engineer β’ Tooling Developer β’ Technical Artist
Building weird things until they become cool things. Bridging the gap between creative execution and extreme low-level performance.
I build engine tooling, high-performance network utilities, and lightweight, runtime-viable AI research for games. Whether it's optimization, custom tools, or squeezing deep learning models onto constrained hardware, I write software designed to fit inside a strict frame budget.
GameJolt API Plugin (UE5) β Native C++ subsystem integration for Unreal Engine 5. Bypasses bloated wrappers to expose clean, async pipelines for leaderboards, cloud storage, and auth with zero frame-budget impact.
FlushTools β A dependency-free, single-header C utility library. Focuses on multiplayer network optimization (bit packing, quantization, coordinate compression) and features a custom PRNG validated against 100M samples.
Embedded Low-Power TTS: Replacing heavy, cloud-dependent APIs with native C/C++ inference to bring real-time, local text-to-speech dialogue systems to hardware like the Raspberry Pi.
ML-Enhanced 2D Physics: A deterministic 2D physics engine blending classical constraint solvers with neural approximation for complex dynamics, explicitly targeting sub-16.6ms execution.
Languages & Domains Languages: C, C++, Go, Odin, Python, Lua
Engines: Unreal Engine 5, Godot, Unity
Domains: Systems Engineering, High-Performance Computing (HPC), Multiplayer Networking, Applied AI Toolset
I love building deterministic proof-of-concepts, cracking low-level architectural challenges, and helping people discover what's possible when you strip away unnecessary abstraction.
Always learning. Always building. Always shipping.
I'm always looking to swap benchmarks or talk architectural design with systems engineers, game developers, and AI/ML researchers. Let's build something real-time.
Discord: _flush
Signal: flush.01
Website / R&D Logs: FlushLabs



