Track record
Flight simulators, game networks for millions of players, enterprise fleet management, and a mesh fabric written from scratch. Different domains, one constant: real systems, real users, real consequences when the wire failed. Here's the line.
Designed and wrote a complete transport-agnostic mesh fabric — tuple-space coordination, a semantic codec, a wire protocol, an adaptive media stack, a floating database, and capability-scored host election. Running in production across the internet for 18+ months. Free developer license; commercial licensing available. Three issued U.S. patents predating FrogNet — including pop-up networking, its direct architectural precursor.
Demonstrates end-to-end systems design at the hardest layer, soloAuthored the agent that brought UNIX and Linux machines under System Center Configuration Manager, spanning 42 distinct system configurations — the kind of breadth where every assumption about "the platform" is wrong on some box.
Demonstrates 500,000+ production installs · deep cross-platform UNIX/LinuxBuilt core systems for a game whose objects have real economic value — so a dropped move or a desynced board isn't a glitch, it's a loss. This is where "design for merge, elect for order" stopped being theory.
Demonstrates state integrity under concurrency and partitionWrote networking that let players find and play each other reliably when NAT, packet loss, and flaky links were the norm rather than the exception — the unglamorous plumbing that makes online play feel effortless.
Demonstrates production networking against real-world link conditionsHelped build one of the early systems for playing games together over the internet — part of the lineage that led to the online-play platforms everyone now takes for granted. There was no prior art to copy; you designed the protocol and found out if it held.
Demonstrates protocol design from first principlesStarted a career in software where the standard was already aerospace-grade: real-time flight simulation in Harris H-800 assembler and FORTRAN, where "close enough" isn't a thing and the timing budget is the law. The discipline never left.
Demonstrates real-time, hard-constraint engineering from the ground upFive platform generations · assembler to modern kernels · games, aerospace, enterprise, and sovereign infrastructure.
The point
Hard problems rarely sit inside one domain. Fifty years across aerospace, gaming, enterprise, and networking is exactly the range it takes to see the real fault instead of the familiar one.
After decades of building distributed systems for games, enterprise management, and communications, the same problems kept appearing under different names. FrogNet is the result of solving those recurring problems once, at the architectural level.