Documentação profunda de pesquisas em engenharia reversa, análise do motor de bytecode GSC de Call of Duty, bypasses de sandbox UWP/GDK e arquiteturas de backend serverless.
Announcing Space 3.0: an interactive Mass Effect-inspired 3D Galaxy Map built with Three.js WebGL. Transforming software projects into explorable celestial bodies with true orbital physics, dynamic OST streaming, and secret sectors.
DEVLOG: Rebuilding Outcaster from scratch in Unity 6 (DX11). Engineering a custom LIVE 3D HUD Preview in the Inspector for zero-play-mode 2.5D weapon authoring, modular architecture, and a COD Zombies-style Survival Mode.
Engineering deep dive into optimizing a Three.js WebGL scene for 120–165+ FPS: stateless GLSL particle shaders, GPU InstancedMesh, replacing HTML5 video with GPU translate3d Sprite Sheets to eliminate D3D11 SwapChain contention, and Chromium compositor profiling.
Technical deep dive into the WAD file format: from 1993 id Tech 1 (DOOM) to reverse-engineering undocumented Treyarch 0x543377AB Demonware WADs (online_tu17_mp.wad, online_tu17_zm.wad, online_tu14_mp_english.wad, online_tu14_sp_english.wad) in Call of Duty and modern id Tech 7/8 containers.
A step-by-step practical guide to fixing stuttering and crashes in classic DirectX games using the 4GB Memory Patch (LAA) and DXVK Vulkan translation layer.
Releasing all original low-poly 3D models from the portfolio simulation and game prototypes: Jet, Astronaut, Rocket, Paratrooper, Space Chicken, Jailson Mendes, Cop, and the RuTracker test Moon.
Architectural research into UWP/GDK sandbox entitlement tokens, license verification routines, and runtime memory hooks for legacy software preservation.
Technical statement and security disclosure on unauthorized repository dumps, alongside an in-depth architectural breakdown of low-latency UDP packet routing, HMAC-SHA1 translation, and crossplay relay topology.