
Custom C++ 3D Engine & Luau VM
Low-level C++ 3D engine with Vulkan rendering, ECS architecture, and embedded Luau runtime
Low-level & game systems developer (C++, Luau / Roblox)
Hey, I'm Piloh. I've been programming for over 5 years, focusing on low-level systems, custom engines, and game mechanics in C++ and Luau. I like building things from scratch and understanding what happens under the hood rather than sticking to high-level defaults.
Most of my work involves pushing platform limits: streaming huge procedural voxel landscapes without melting memory, writing custom Vulkan pipelines with ECS, or building multiplayer combat with tight kinematics and custom replication.

cat says no
no spaghetti code, no 20 fps lag, no memory leaks. keep it clean and fast.

Low-level C++ 3D engine with Vulkan rendering, ECS architecture, and embedded Luau runtime
local isWorker = script.Parent and script.Parent:IsA("Actor")
if isWorker then
-- BACKGROUND WORKER LOGIC
local actor = script.Parent :: Actor
local ProgressEvent = actor:WaitF...Multi-threaded procedural terrain streaming an 80k x 80k voxel world at stable 60 FPS
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local ParanoiaManager = ...Multiplayer horror framework featuring proximity-based paranoia and sensory distortion systems
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Workspace = game:Ge...Fast, responsive combat framework featuring state-machine combos and directional hit detection

Character movement controller blending 30+ animations with custom physical momentum
Currently attending a specialized technical school focused on software development. Gives me a solid daily foundation in computer architecture, memory layout, and low-level data structures.
I focus on the deep technical problems most developers avoid, like 80k-voxel multi-threaded terrain generation or custom physical kinematics.
Zero ego. Fast and direct communication on Discord, clean git habits, and quick adaptation to whatever tools or workflows your team uses.
Clean, readable code without unnecessary abstractions or fragile workarounds, so other developers can pick it up easily.
Have a question, commission, or want to discuss a system? Feel free to reach out.