About
One developer, building in the open.
I've loved videogames for as long as I can remember, and for just as long I've wanted to make one. For years that stayed a someday-dream — the kind that never really moves. Life gets in the way: not enough time, not always enough motivation, and every road into game development seemed to have one more wall to climb. I'd start, stall, and set it back down.
What changed isn't that the walls disappeared — it's that I stopped climbing them alone. These days I build this alongside AI; Claude Code, specifically, and I'm not going to pretend otherwise. It's the difference between a dream that stalls and one that actually moves. But the direction, the decisions, and the understanding are mine — I'm learning every part of what I build, not outsourcing it. The tool accelerates the work; it doesn't replace the person doing it.
What I'm building is NetNgine, a real-time multiplayer engine written from scratch in C# (.NET 8) with a Godot client. It's modular by design: transport, snapshot sync, interest management, persistence and sharding are each a swappable piece behind a small, fixed contract, and the engine core never knows the rules of the game on top — a new game just plugs in as a module. Matchmaking lives outside the engine as an optional companion service, NetMaking, so the core stays independent.
And here's the honest status: the engine already does client-side prediction and reconciliation, lag-compensated hit detection, grid-based interest management, cross-process sharding, and holds up under a 500-bot load test. What doesn't exist yet is a finished game — I'm taking my first steps on a small MOBA, with working 1v1 matchmaking, basic movement and destructible towers. This site is where I document the journey in the open.
Crowd Control is a personal project, and it's free and non-commercial. There's no store, no ads, no sponsorship, and nothing to buy — and there won't be unless that ever changes, clearly and up front.