Hey! I'm _nebula. I'm a C# developer, with experience with lots of other languages. I also have experience reverse engineering some file formats, and working on some physical electronic projects.
Pronouns : He/They/It/None
Education : Currently studying for a Software Engineering degree
Known Languages : C#, Java, Shaderlab, CG/HLSL, HTML/CSS, Javascript, SQL
Proficient With : Github, Git, Visual Studio, Unity, Audacity
Favourite Games : Team Fortress 2, Outer Wilds, Deltarune, Hades, Alan Wake 2
Quantum space buddies

A screenshot from a public test of QSB, testing the most important mechanic in Outer Wilds. All the GUI text was only visible to us - it's debug stuff.
I took over from the QSB project after version 0.2.0 released in early 2020, and at that point it was very basic and buggy. I worked solo until version 0.13.0 released in late 2021.During development I made sure to stick to a strict layout for code and file locations, which still applies to this day. I wrote the base systems for syncing player positions, communicating between clients using Mirror, identifying and tagging base game objects for client-client communication, syncing almost every mechanic in the base game, and syncing of almost every other moving object in the solar system.Among the hardest challenges in making QSB were Quantum Objects and the Ghostbirds. Quantum objects are objects in the game that move to random defined places, or change state, when not looked at. To make this function in multiplayer, I had to rewrite how the game handles vision checking, and sync client cameras. This also required a complex authority system, so things would not break if the server host was too far away.
The Ghostbirds are the AI characters present in the DLC "Echoes of the Eye". As a full complex AI with pathfinding and different aggression states, I had to completely rewrite the entire AI from scratch to handle multiple players.While still sometimes buggy, QSB has been said to be one of the cleanest and well-integrated multiplayer mods people have seen. 3 years after first starting development, we're still occasionally fixing bugs that come up and introducing small features - we already synced all the main mechanics!
DELTARUNITY

DELTARUNITY is a "port" of DELTARUNE Chapter 1 into Unity. But, it's more than that - it's more like an entire GameMaker emulator running inside Unity. Assembly files are exported from the data.win file, and executed directly. The entire virtual machine is being emulated, with a lot of trial and error going into getting the execution behaving correctly.Because it is still being worked on and refactored, and because it started as a personal project, the code and Unity project are somewhat messy. The GitHub page is linked above.
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