About Me

Hi! I'm nblock, a programmer with 10 years of independent experience and knowledge. I'm a systems-focused developer with extensive experience in Rust, a strong background in API integrations, plugin-based architectures, reverse-engineering, and high-performance tooling. I've built scalable bots, data pipelines capable of handling thousands of requests per second, and modular desktop apps, with a focus on efficiency, security, and extensibility.

Where others reach for off-the-shelf solutions, I build unqiue foundational systems that scale, adapt, and power entire ecosystems. I'm especially excited about roles where I can bring that mindset to early stage products or internal platforms.


Experience

I have 10 years of coding and programming experience, ranging from basic scripting to professional-level backend systems development.

I also have a solid understanding of quality assurance, and have been an independent QA Tester, providing testing for Remedy Entertainment and Avalanche Studios Group.

The main languages I code in are Rust and Go. I have experience with C++, C#, and Python, and I work with Kubernetes, Docker, SQL, as well as both columnar and row-oriented databases.

My GitHub, as well as my self-hosted Git instance has more examples and source code for my various projects.
You can contact me via email at [email protected].


Projects

Atlas

Atlas is a tool I created for working with common hashing functions.
It is written in Rust, using egui and eframe for the UI.

While I was making this, I had the idea to make it entirely modular so that anyone could implement their own hashing functions.
It accomplishes this modularity by compiling the hashing functions as dynamic libraries. On startup, the program loads any dynamic libraries in the plugins folder, and adds them to a list of hashing functions.

With Rust's cross-compiling, it is also available as a webpage.

The source is viewable here.

Azilis

A program that makes heavy use of Rust's FFI to accurately play dynamic music, just as you would hear it in the game Destiny 2.
It achieves this by using a wrapper around the Audiokinetic Wwise music engine, loading the relevant descriptors and sound files directly from the compressed game files via a custom interface.

The source is viewable here.

Demo video:

Tachyscope

Tachyscope is tool to explore the investment system of Destiny 2. It achieves blazing-fast speed while not overpowering slower computers by carefully controlling the amount of threads it can spin up, making searching thousands of items possible with incredible speeds, while also making it so that it doesn't lock up until you finish searching.
The investment system of Destiny 2 is incredibly complex, with thousands of files referencing each other almost blindly, relying on index-based lookups, which while efficient are hard to reverse-engineer and find the correct table among hundreds of tables.
In addition, I've implemented an efficient string caching and language selection system, where when the user selects a language it caches the strings for that language, and clears the last language, keeping both load times as well as memory footprint low.

The source is viewable here.

Demo video:

D2Checkpoint

D2Checkpoint.com is a checkpoint sharing service for the Destiny 2 game. I was a part of their international team of developers working on the backend services that run the website and Discord server, performing regular maintenance and implementing new features.

Discord Bots

I've created multiple Discord bots for various purposes over the last few years.

Scorched Bot

My most ambitious one is the Team Scorched discord bot, which involves constantly retrieving the latest activity completion from the Bungie API, creating a database with hundreds of gigabytes of data stored, with data for every match of the PvP mode Team Scorched in Destiny 2, and implementing a minigame that links Destiny 2 and Discord together, giving rewards for in-game wins.
I have also integrated an API for external services to acquire data about the users of the Team Scorched bot. This data includes "scoins", a currency you get for winning PvP games, as well as Scorched Cannons, which are custom 3D modeled variations on the Scorched Cannon that you use in the Team Scorched mode.

Other features that the Scorched Bot includes:

The source is viewable here.

Bungie API Scraper

I created a program that makes heavy use of IPv6 and Go's concurrency to retrieve the latest activity completion from the Bungie API.

The Bungie API has a method that returns the data of any unique activity completion, which is tied to an incrementing ID. My program is constantly checking for a new ID to become valid, and downloading the data from it. To save on storage space, it only commits to a database if it finds a whitelisted game mode.
IPv6 was necessary for this project, as the API has a limit of roughly 25 requests per second from each IP. Each IPv6 address used allows me to reach higher requests per second, and my ISP has provided me with a /56 subnet to acquire IPv6 addresses from.

The limiting factor is that the hard drive in the server running the database needs an upgrade, but even with that limitation I can reach speeds of up to 2,500 requests per second. The average amount of activity completions per second is between 15 and 80 however.

Shown below are pictures of the data collected from this scraper, including the amount of requests per second on a day-by-day basis.
It shows that with this scraper and database, I can perform large-scale analytics queries on millions of players, tens of millions of matches, and years of in-game playtime.