About
Hey, I’m Marcius ๐ 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.
๐ฏ 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.
๐ง 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.
๐ง 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
๐ค Connect Link to heading
- ๐ซ marcius@criogenio.com
- ๐ผ LinkedIn
- ๐ป GitHub โ soon to host the server project!
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!