Skip to content
View solufelo's full-sized avatar
πŸ₯·
πŸ₯·

Block or report solufelo

Block user

Prevent this user from interacting with your repositories and sending you notifications. Learn more about blocking users.

You must be logged in to block users.

Content in all repositories owned by your account will be closed.
Maximum 250 characters. Please don’t include any personal information such as legal names or email addresses. Markdown is supported. This note will only be visible to you.
Report abuse

Contact GitHub support about this user’s behavior. Learn more about reporting abuse.

Report abuse
solufelo/README.md
logo-helmet-TRANSPARENT_

🌌 SOLOMON OLUFELO // CAPTAIN SOLO

Systems Programmer β€’ Engine & Tools Developer β€’ Technical Artist

Low-level C++20 game architectures, runtime WebAssembly pipelines, and AAA studio tooling.

WASM Engine Live Blender Pipeline Live Portfolio


"I write code where performance, determinism, and visual feedback converge. From custom C++20 game loops and zero-allocation memory pools to production Blender studio tooling and WebAssembly deployment, I build systems from the ground up."

πŸ§‘β€πŸ’» Who is Solomon Olufelo?

I'm Solomon Olufelo, a Computer Science student at Wilfrid Laurier University and dual US/Canadian citizen.

Before transitioning into low-level systems and graphics programming, I ran a high-volume multimedia production business, completing over 1,400+ paid freelance client orders with a 4.8/5-star rating. Today, I combine that creative production background with rigorous systems engineering:

  • Game Engine Architecture: Hand-crafting fixed-timestep loops, spatial hash broadphase partitioning, and SIMD-friendly memory structures in modern C++20.
  • Studio & Pipeline Tooling: Building headless Python automation pipelines, 3D viewport trajectory visualizers, and runtime Unit Quaternion exporters for collegiate athletics and AAA game studio specifications.
  • Multi-Platform Deployment: Shipping native Windows binaries (MSVC/CMake) alongside browser-embedded WebAssembly (Emscripten/SDL2) via automated CI/CD matrices.

πŸ’» Technical Capabilities

βš™οΈ Systems, Engines & Low-Level

  • Languages: C++20, C, Python 3.11+, GLSL / Shaders
  • Graphics & Frameworks: OpenGL 3.3, SDL2, WebAssembly (WASM / Emscripten), Dear ImGui
  • Architecture: Fixed-timestep accumulators, zero-allocation pre-warmed object pools, spatial hash collision grids, Unit Quaternion math, memory profiling via tracemalloc and microsecond benchmarking
  • Build & Packaging: CMake, Ninja, vcpkg, GitHub Actions CI/CD, Docker

πŸ•ΈοΈ Interactive Platforms & Web Immersion

  • Frontend Core: React 19, Vite, Tailwind CSS v4
  • 3D & Animation: Three.js, React Three Fiber (R3F), Drei, GSAP (ScrollTrigger, Observer)
  • Services & Backend: Supabase, Stripe, Linux VPS administration

πŸš€ Shipped & Verifiable Work

Custom C++20 2D game engine running in the browser via Emscripten and SDL2:

  • Fixed 60 Hz Physics Loop: Deterministic time accumulator with zero frame-rate dependency.
  • Broadphase Spatial Hash Grid: Dynamically buckets colliding entities to drop collision overhead from $\mathcal{O}(N^2)$ to near $\mathcal{O}(N)$.
  • Zero-Allocation Particle & Bullet Pools: Pre-warmed contiguous pools eliminating runtime heap allocations (new/delete) during active combat.
  • Dear ImGui Subsystem Profiler: Real-time HUD tracking frame times, draw calls, active pool entity counts, and collision tests.
  • Automated CI/CD: Dual-matrix GitHub Actions pipeline compiling both native Windows Desktop (MSVC) and WebAssembly (Emscripten).

Production Blender 3D motion engine & AAA game studio tooling pipeline (v3.5.0):

  • Live Stadium Videoboard Operator: 1-click Fitts's law setup generating venue geometry, volumetric lighting, continuous 60 FPS animation, and Apple ProRes 422 HQ / 4444 broadcast output in 75 ms.
  • Camera-Normal Pitch Alignment (61.74Β°): Dynamic trigonometric incidence alignment between active camera and text center, eliminating all keystoning and foreshortening distortion.
  • Broadcast Sandwich Layout: Network sports standard framing (+Y=0.58, center scale 0.68, -Y=-0.58) guaranteeing 0.26+ screen height units of air gap with zero text overlap.
  • AAA Runtime Track Serialization: Exports per-frame Unit Quaternions [w,x,y,z], velocity vectors, speed, and discrete event markers to structured JSON for Rockstar RAGE and Unreal Engine 5.
  • Headless Test Suite: 9/9 automated tests passing headlessly via Blender 5.2.1 LTS CLI (35,000+ keys/sec throughput, +0.156 MB peak memory overhead, 0 leaks).

High-performance, theme-aware digital platform featuring React 19, interactive Three.js 3D viewport canvases, dynamic Liquid Glass shaders, and scroll-driven GSAP transitions.


πŸ“ Repository Structure

Pinned Loading

  1. solomon-olufelo-projects solomon-olufelo-projects Public

    Solomon Olufelo's comprehensive portfolio repository featuring web development, 3D animation, and academic projects. Showcasing full-stack applications, Blender addons, and learning materials.

    HTML

  2. light-years-engine light-years-engine Public

    High-performance C++20 2D game engine, parametric animation pipeline & subsystem micro-profiler compiled to WebAssembly (WASM) via Emscripten and SDL2, featuring real-time Dear ImGui developer tool…

    C++

  3. golden-hawks-helmet-shuffle golden-hawks-helmet-shuffle Public

    Python