Systems Programmer β’ Engine & Tools Developer β’ Technical Artist
Low-level C++20 game architectures, runtime WebAssembly pipelines, and AAA studio tooling.
"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."
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.
- 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
tracemallocand microsecond benchmarking - Build & Packaging:
CMake,Ninja,vcpkg, GitHub Actions CI/CD, Docker
- 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
π Light Years Engine β’ Live Interactive Demo
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).
π captainsolo.ca
High-performance, theme-aware digital platform featuring React 19, interactive Three.js 3D viewport canvases, dynamic Liquid Glass shaders, and scroll-driven GSAP transitions.
