About

Hey, I’m Marcius ๐Ÿ‘‹ Link to heading

I’m a data engineer and a 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 C (client and server), 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, Odin
  • Networking: WebSockets, Pub/Sub, TCP/UDP
  • Infrastructure: Docker, GCP, AWS,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!