top of page

ABOUT ME

20240811_151443.jpg

KAWE MAZIDJATARI

C++ programmer & reverse engineer

My name is Kawe Mazidjatari, a 25-year-old engineer from Zwolle, Netherlands, with a strong passion for software engineering and mechatronics.
 

In the spring of 2020, I started a project called R5Reloaded, an SDK and mod for the game Apex Legends, built on a heavily modified version of the Valve Source game engine. This project has achieved over a million downloads and have garnered more than 150 million views on YouTube and Twitter. It offers a comprehensive set of tools and utilities dedicated to the game’s engine allowing everyone to make mods.

In my portfolio, I would 
like to present some of my C++ and reverse engineering work involved in the project.

navmesh_tools_tile.png

Modified NavMesh toolset for a custom engine using the Recast & Detour navigation library.

NavMesh Tooling

C++ & Assembly

ai_traverse_link_card.png

Automated generation of traverse links between polygon slabs of different elevations.

Traverse Links

C++ & Assembly

navmesh_draw_tile.png

NavMesh debug draw using Streaming SIMD Extensions (SSE) for maximum performance.

NavMesh Renderer

C++ & SIMD

AI NAVIGATION UTILITY

missing_model_card.png

Reverse engineered & modified existing assembly code to implement an error handler

for missing model assets.

Error Handling

C++ & Assembly

imgui_console_card.png

Fully featured developer console interface

using the Dear ImGui library.

Developer Console

C++

remote_console_card.png

Advanced RCON implementation for dedicated servers, using non-blocking sockets and

Google's protocol buffers.

Remote Console

C++

ENGINE UTILITY

sdk_launcher_card.png

Special GUI launcher used to launch the game engine and SDK with desired settings.

SDK Launcher

C++

logging_system_card.png

Thread safe logging system for use throughout game engines and other large code bases.

Using the fast SpdLog library.

Logging System

C++

capsule_draw_card.png

Capsule renderer to be used for debugging player bounds, triggers, colliders, etc.

Capsule Renderer

C++

hemisphere_draw_card.png

Hemisphere renderer to be used for debugging spawn points, entity origins, projectiles, etc. All within the script API.

Hemisphere Renderer

Squirrel

DEBUGGING TOOLS

client_prediction_card.png

Draw client's predicted entity origin and projectile trajectory over server's lag compensated results.

Simulation Debug

C++ & Assembly

clockdrift_debug_card.png

Server and client frame tick debug overlay to monitor frame tick deviation with and without clock drift manager.

Clock Drift Debug

C++ & Assembly

MULTIPLAYER TOOLS

vpk_lzham_card.png

Workspace oriented Valve Pak build system featuring the LZHAM compression library.

VPK Build Pipeline

C++

ASSET BAKERY

Experience working with server & client multiplayer infrastructure (Valve Source).

Multiplayer

4 years

Experience detecting and fixing security defects in AAA multiplayer games on assembly level.

Security

4 years

Experience hacking and reverse engineering anti-tamper and DRM solutions.

Hacking

2 year

Experience writing tools aiding with game development and reverse engineering.

Tooling

4 years

Experience working with CPU and memory profilers with and without symbols.

Profiling

3 year

Experience debugging software on assembly level (reading instructions, callstacks, registers and memory) with and without symbols.

Debugging

4 years

Experience reviewing, testing, packaging and releasing software for a larger community. (Includes redacting development only code for release builds).

Distribution

4 year

Experience managing a growing Discord server with 80K members using our software.

Community

4 year

SKILLS

bottom of page