About

Hey, I’m Marcius ๐Ÿ‘‹ Link to heading

I’m a senior software engineer with over a decade of experience building scalable backends, distributed systems, and performance-optimized infrastructure. I’ve worked across industries โ€” from security automation to cloud platforms โ€” but lately, I’m diving deep into real-time multiplayer game networking.


๐ŸŽฏ What I’m Building Link to heading

This blog documents my journey building a real-time multiplayer game server from scratch, focusing on:

  • Tick-based simulation and game loops
  • Networked state synchronization
  • Client-side prediction and lag compensation
  • Matchmaking and lobby architecture
  • Scalable deployment with Docker & GCP

All written in Go (server) and C (client), with full source code, diagrams, and performance insights.


๐Ÿง  Why Game Networking? Link to heading

Multiplayer games are some of the most technically demanding applications in the world โ€” combining low-latency networking, high-performance simulation, distributed services, and player experience. It’s the perfect playground to apply everything I love about systems design and software engineering.


๐Ÿ”ง My Stack Link to heading

  • Backend: Go, Python, C++, C
  • Networking: WebSockets, Pub/Sub, TCP/UDP
  • Infrastructure: Docker, GCP, Kubernetes, Terraform
  • Data: PostgreSQL, Mongo, Cassandra, BigTable and BigQuery, Redis

๐Ÿค Connect Link to heading

Thanks for stopping by โ€” and feel free to reach out if you’re into game networking, systems performance, or just want to nerd out about netcode!