I'm a 22-year-old, French, Java developer. So far, my work has mainly involved creating Minecraft plugins for a living.
I have extensive experience with:
- Packets (entities, blocks, undocumented features, ...)
- NMS (Paperweight)
- Server-to-server synchronization (RabbitMQ, Redis, SQL)
- High server loads (more than 1,000 concurrent players on the same network)
- Fixing bugs in large, legacy codebases (worked in codebases with well over 300k SLOC)
- Obscure client-side resource pack and shader manipulations
- Modifying Paper or Velocity to adapt the server-side to my needs (patches)
- Keeping up to date with game updates (I follow every Tuesday snapshot)
I love creating and building new things. I'm not afraid to venture into unexplored territory for hours to achieve my goals. I continually try to improve and learn new skills.
I am willing to go above and beyond to meet deadlines and help a project ship on time.
I value player feedback and try to satisfy users while doing my work.
I always try to learn new things and apply them to my work.
When I don't know something, I learn how to work with it.
A custom plugin that implements a brand-new build system to Minecraft, with raycast-based placement and custom AABB collision for custom "block" shapes.
Nearly everything is done with packets to ensure maximum performance. The project also features a custom world generation system and fake block animation to move massive structures smoothly across the world.
(Since this project is still under development and not yet public, I can't share more details for now)
If the project was collaborative, reflect it in this description, that will demonstrate communication and/or leadership skills. Additionally, if you made use of the mastery of a second language, it will reflect on your professionalism.
Describe the project being very specific, you can use the Twitter standard: no more than 280 characters: complement the information: the skills learned or reinforced in its realization and how you faced it, prove to be proactive in the search for solutions.
Gameplay minigame 'insipired' by Stardew Valley.
- Shader (client) based visual animation. (Mainly the smooth movement of the fish, the float and rotation of the crank, allowing for animation not limited to 20fps)
- Various difficulty based on the tier of fish (The higher the rarity of fish, the harder the mini game will be). This one is the easiest, the harder is really tricky to catch !
- Hold right click to raise the floater, do nothing to let it go down.
If the project was collaborative, reflect it in this description, that will demonstrate communication and/or leadership skills. Additionally, if you made use of the mastery of a second language, it will reflect on your professionalism.
If the project was collaborative, reflect it in this description, that will demonstrate communication and/or leadership skills. Additionally, if you made use of the mastery of a second language, it will reflect on your professionalism.