dek.engineer
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Submitted URL: http://dek.engineer/
Effective URL: https://dek.engineer/
Submission: On May 06 via api from US — Scanned from DE
Effective URL: https://dek.engineer/
Submission: On May 06 via api from US — Scanned from DE
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dek / Multiplayer Systems Engineer I create networking, rendering and gameplay systems for multiplayer games / MMORPGs. Below is a selection of my work, most of which has been on Hordes.io. If you feel like I could help you with a project, please reach out to me via email. I am also on X / Twitter and GitHub. Real-time Networking Navigation Mesh Generator + Pathfinding 3D Renderer (Open World) Combat Engine World Editor Game Editors & Tooling MMORPG Systems Backend / DevOps Systems Asset Pipeline Moderation Systems === REAL-TIME NETWORKING Created a dynamic tick rate netcode system to handle spike loads while maintaining a playable experience for players: * 3D movement and combat (🎞️ Video: Basic movement and spell usage) * Stable, large scale encounters: (🎞️ Video: PVE Bossfight, 🎞️ Video: PVP Skirmish) * Selective visibility (faction-based visibility, ghost mode) * Bucket-based culling (🎞️ Video: Proximity based net data) * Dynamic tick rate adjustments for net data * Diff checker for state change detection * Data serializer and schema generator NAVIGATION MESH GENERATOR + PATHFINDING Custom navmesh generation and baking, allowing for seamless navmeshes in large open world spaces without size limitations. * Large scale open world navmesh generation (📷 Image: Mob Navmesh Overview) * Seamless transitions for indoor spaces/caves (📷 Image: Indoor / Outdoor Transition) * Triangulation post-processing for low memory consumption (🎞️ Video: Navmesh Post Processor) * Support for different actor types (large vs. small monsters, NPCs, bot players) * Chunk-based processing for parallelization * Octree for efficient "nearest triangle" queries * Long-distance hierarchical + A* pathfinding (🎞️ Video: Pathfinding) 3D RENDERER (OPEN WORLD) A custom-built WebGL 3D renderer for an MMORPG (Hordes.io), optimized for typical high-load situations, e.g., many moving entities as well as large open worlds with full freedom of movement. This renderer achieves 144+ FPS in the browser on consumer-grade hardware. * Large Environment Streaming (🎞️ Video: Large Forest with 2 Biomes and Ocean) * Frustum-based culling (🎞️ Video: Debug Frustum Cull) * Seamless distance-based LOD terrain (🎞️ Video: Terrain LOD) * Prop batching for drawcall reduction (📷 Image) * Effect system (🎞️ Video: Effect with particles, ribbon + UV texture shift) * Foliage + Terrain System (🎞️ Video) * Underwater Scenes & Texture Based Water Depth Effects (🎞️ Video) * Day / Night Cycles (🎞️ Video) * Real-time cascaded shadow maps * Seamless biome transitions (📷 Image) * Pre-baked vertex lighting (📷 Image) * Custom 3D file format with lossy compression COMBAT ENGINE * Line-of-sight testing (🎞️ Video: LOSing Pillars) * Quadtree optimized querying for AOE spells * Buff system: stacks, timers, event triggers (🎞️ Video: Spell Reflect Buff) * Spell system: spell points, spell modifications, passives, etc. (🎞️ Video) * RPG Stats: HP / Def / Block / Crit % / Haste % / MinD-MaxD (📷 Image) * Spells vs. Environment sliding / collisions (🎞️ Video) * Stuns, status effects, disorientation (🎞️ Video: Blind CC server-sided path takeover) * Mouse-raycast vs. environment (🎞️ Video: Spell Placement) WORLD EDITOR A fully featured 3D world editor in the browser allowing the creation of large open worlds as well as placing monsters + real-time network connection to the game server. Features: * Terrain height & texture map editing (brush + mask based) (🎞️ Video: Heightmap Editor) * Prop placement + manipulation * Placing water bodies & sloping (🎞️ Video: Water Editor) * Area / Tile ID editing / Hole placement (🎞️ Video: Tile ID Editor) * Spawn, Node & Path editing (🎞️ Video) * Debug visualizations: chunks, prop colliders, elevation, walkability, nav-mesh (🎞️ Video) * "Movie mode" to record and play back pre-set camera paths with hidden UI * Automatic reloading of changed assets * Multiplayer editing: (🎞️ Video 1, 🎞️ Video 2) GAME EDITORS & TOOLING Multiple editors for quick editing of MMORPG content as well as getting comprehensive overviews over already existing content. Automatic compilation of all data into a single binary file for clients to read. * Foliage Editor (🎞️ Video) * Buff Effect Editor (🎞️ Video) * Projectile Editor (🎞️ Video) * Particle Editor (🎞️ Video) * World Overview + Editors (🎞️ Spawn + Path editor, Navmeshes) * Terrain & Biome Set creator * Sound & Sound Sets * Loot & Drop rate management * Table inspector: quick insights + fuzzy search into the entire game's content MMORPG SYSTEMS A complete MMORPG database with several systems and atomic transactions using PostgreSQL. * Trading: Auction House / Merchant System for player trading (📷 Image: Merchant UI) * Items: Inventory, Stash, Upgrading (🎞️ Video: Blacksmith Upgrading) * PVP: Fame Steal System, ELO based Arena, Prestige System (📷 Image: Prestige System) * PVE: Boss Kill Analysis, Class Performance Analysis, Reward Systems (📷 Image: Boss Logs) * Social: Chat, Friend System, Party, Clan Systems * Economy: Player farming behavior, Economy logging and analysis BACKEND / DEVOPS SYSTEMS Various systems useful for running live service / multiplayer games. I've worked with common backend tools for scaling and delivery. * Single writing + multiple read-only DB connection * Tested up to 80M transactions per day * Low frequency + high frequency selective database backups * Transactional emails & Marketing/Newsletter system * Stream integration: Twitch streamer in-game display * UI Localization allowing for community members to contribute * Player feedback poll collection & analysis/visualization * Discord bot: allow players to look up items and player gear + alert moderators * Daily & Weekly automated maintenance tools * Test runners for simulating organic player load and behavior * NGINX reverse proxy and load balancing * Cloudflare CDN for cache utilization ASSET PIPELINE Content pipeline which allows for tracking of asset MD5 hashes for quick diff checks and automatic re-bundling. The primary use of this system is to ensure a consistent post-processing step for all assets, normalizing export settings and allowing a non-destructive creative workflow without having to manually re-export files. When an asset is saved by a designer, the game files are exported into output formats with the correct compression settings. * Auto resize, crop, encoding of textures in DXT / ASTC / AVIF formats * Compiling and updating of texture atlases * Compiling minimaps from world data * Post-processing of alpha textures (foliage, etc.) for improved MipMaps * Automatic reloading of assets in 3D editor, improving the creative process * Audio file volume normalization and OGG / WAV compression * Lossy compression of geometry into custom 3D file format MODERATION SYSTEMS Created a moderation platform for staff members, allowing moderating player accounts. Systems include: * Chat log analysis * Merchant / Auction house activity * Player account management locking * Permission system for fine-grained access control * Player report system * Neural network-based chat sentiment detection * Moderation logs