Build notes · Engineering stories
Blog.
The story behind the projects — why I built each one, the decisions that mattered, the problems I hit, and how I solved them. Written from the actual code, not marketing.
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Real-time driver tracking, in-ride chat and fare estimates — built on OpenStreetMap, Leaflet and Appwrite Realtime, with zero map billing.
No Unity, no Unreal — a custom WebGL game engine in TypeScript: hitscan raycasting, wave spawning, object pooling and 60 FPS on a laptop.
Aviator, Plinko, Mines and Dice — the server-seed / client-seed / nonce scheme that lets a player verify every round wasn't rigged.
An offline AirDrop-style alternative for Android, Windows, macOS and Linux — local-network only, no accounts, no size limits, LocalSend-compatible.
Instant transfers, transaction history and account safety — and why Row Level Security is the part that actually keeps balances honest.
Button, Input, Modal, Toast, Card and Badge — fully typed, dark-mode aware, Jest-tested, and not a single runtime dependency.