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JoshBot-Debug/README.md

Joshua Joseph Myers

Open for work!!

Skills

  • Languages: C++, TypeScript, JavaScript, SQL (MySQL, MariaDB, PostgreSQL), HTML5, CSS3
  • Frontend Web Architecture: React.js, React Router (v7), Expo, Tailwind CSS, TanStack Query, Redux, Recoil
  • Backend Systems & API Design: Node.js, Express.js, Socket.io, Redis, REST APIs
  • Graphics & Systems Programming: Vulkan API, OpenGL, GLSL, Multi-threading (Lock-free data structures)
  • DevOps & Linux Administration: Linux (Ubuntu/Debian), Linode, Firewalls (nftables/ufw), SSH Security, Automation (Ansible), Monitoring (Nagios), Cisco Networking (VLANs), Asterisk VoIP, AWS S3

Open Source Projects

  • High-Performance Architecture: Architected a high-performance rendering engine from scratch utilizing explicit graphics features including Vulkan synchronization primitives, custom memory allocation, and descriptor set management.
  • Lock-Free Multi-threading: Designed and implemented a thread-safe, concurrent Sparse Voxel Octree (SVO) data structure using a custom Read-Copy-Update (RCU) synchronization protocol to support lock-free asynchronous chunk generation and CPU meshing without read-stalls or mutex contention.
  • Algorithmic Optimization: Built an asynchronous CPU meshing pipeline utilizing a multi-threaded Greedy Meshing algorithm to aggressively reduce vertex count via face merging, optimizing processing overhead down to ~1ms for a $64\times64\times64$ voxel chunk.
  • Data Structure Optimization: Engineered epoch-based memory reclamation checks into the SVO implementation, preventing deep pointer copying during voxel mutations and significantly reducing cache-misses and heap allocations under heavy write workloads.
  • Profiling & Validation: Leveraged Linux perf, Google Benchmark, Heaptrack, and RenderDoc to micro-benchmark atomic operation latencies, isolate memory fragmentation, and validate Vulkan execution via explicit validation layers.
  • Built a custom 2D animation and rigging tool utilizing OpenGL and custom GLSL shaders to handle complex sprite transformations and real-time rendering. NOTE: Still have plans to revive this project
  • Status: Discontinued. Designed a lightweight, secure remote desktop application for Linux environments featuring a custom end-to-end encrypted communication protocol over raw sockets.

NPM Libraries

Pinned Loading

  1. VoxelEngine VoxelEngine Public

    This is my voxel engine, it's built from scratch using C++20, explicit Vulkan APIs, and GLSL. Features a concurrent Sparse Voxel Octree

    C++

  2. ssrd ssrd Public

    SSRD (Secure Socket Remote Desktop) is a lightweight remote desktop solution with end-to-end encrypted communication over sockets.

    C++ 1

  3. object-relationship-store object-relationship-store Public

    A javascript object relationship store. Normalises data upserted and maintains relationships between objects

    TypeScript 1

  4. api-store api-store Public

    An implementation of an external store in react.js. The external store used is @jjmyers/object-relationship-store

    TypeScript

  5. SpriteRigger SpriteRigger Public

    Sprite Rigger is designed to streamline the workflow of creating skeletal animations for 2D assets. It provides tools for rigging, animating, and managing sprite-based characters, backed by a custo…

    C++

  6. jutsu jutsu Public

    JUTSU is a fast, simple, and powerful CLI tool for discovering, querying, and managing Linux machines across a network. It allows you to scan clients, inspect active sessions, filter by users or ho…

    Rust