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KAmshu07/README.md

Amritanshu Kumar

Real-time distributed systems · Multiplayer game infrastructure

I build the servers that keep multiplayer games running when the network doesn't cooperate — and the engines underneath when there's no framework to lean on.

Currently Team Lead at RootHoot on Pongz, a live multiplayer title on Android and iOS with 41K registered and ~3.4K daily active players. I own the server architecture end to end — the TypeScript game server, the REST API, and the infrastructure they run on.


What that actually involved

  • Scaled a single-instance socket server to N instances — Redis pub/sub fan-out, per-instance identity, and room-routed delivery so any node can reach a socket held by any other.
  • Fixed matchmaking split-brain across instances — Redis leader election, with the elected leader forming matches from a shared global queue instead of its local slice. Atomic per-player claims make double-seating impossible under overlapping leases.
  • Failover with zero session loss — a draining node hands its live games to peers, which adopt them mid-session instead of dropping players. Verified by a real-Redis two-instance E2E suite.
  • Server-authoritative protocol — monotonic sequencing, fingerprint-based dedup on reconnect, exponential backoff with jitter. Race conditions from latency and message reordering, eliminated.
  • Live-ops infrastructure — graceful maintenance windows with coordinated shutdown, player draining, and admission gating, so deploys land without killing in-flight sessions.
  • 3,332 passing tests with CI-enforced coverage floors (80% lines / 85% functions / 70% branches).

Built from scratch

Project What it is
NimirtaEngine 2D game engine in C++/SFML — ECS architecture, impulse solver with warm starting, Baumgarte stabilization for high-velocity contacts, semi-implicit Euler, fixed timestep with spiral-of-death prevention. Hand-written vector math.
InstaReload Hot reload for Unity: 3–5s → 7ms. Five-stage IL pipeline — Roslyn compilation on the debug path, MonoMod runtime detours for structural changes.
FlowUI Open-source Unity UI framework (MIT) — CRTP builders, Roslyn source generation with partial classes, bidirectional O(1) lookups, 8-tab visual editor. Docs

Stack

Languages TypeScript · C# · C++ · Go · Python
Backend Node.js · Express · Socket.IO · Redis · MongoDB · JWT
Distributed Horizontal scaling · Leader election · Distributed locking · Failover & draining · State synchronization · Idempotency
Cloud Google Cloud (App Engine) · Docker · GitHub Actions
Engines Unity · Unreal · Custom (C++)

Elsewhere

Portfolio (it's playable — walk around) · LinkedIn · kamshu00@gmail.com

Open to remote roles in real-time backend and multiplayer infrastructure.

Pinned Loading

  1. Portfolio Portfolio Public

    Interactive portfolio built as a playable top-down game — vanilla JS, custom canvas engine, no frameworks. Explore the kingdom to find the work.

    JavaScript 1

  2. nimritagames/Insta_Reload nimritagames/Insta_Reload Public

    Unity hot reload that cuts domain reload from 3-5s to 7ms — 5-stage IL pipeline, Roslyn compilation on the debug path, MonoMod runtime detours for structural changes.

    C#

  3. nimritagames/NimirtaEngine nimritagames/NimirtaEngine Public

    2D game engine written from scratch in C++/SFML — ECS architecture, impulse solver with warm starting, Baumgarte stabilization, fixed timestep, 3 collision algorithms, hand-written vector math.

    C++