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seak123/README.md

Hi, I'm Yaxin(Evan) 👋

Gameplay programmer — Unreal Engine & C++ on Light of Motiram (Tencent), plus a long trail of Unity / Lua / custom-engine prototypes. I build gameplay systems end to end — physics, netcode, data-oriented performance, and AI — and the tooling and workflows that let a whole team scale on them.

UE4/UE5 · C++ · GAS · Behavior Trees · Navmesh · Replication / Netcode · ECS / Mass · Rigid-body Physics · Unity · C# · Lua · TypeScript

💼 Commercial / Shipped Work

Core gameplay systems I owned on Light of Motiram (Tencent) — an open-world multiplayer survival title in Unreal Engine · C++, where players build persistent homes, sail player-built watercraft, and automate production with creatures. The repositories below are clean-room reference implementations — architecture, design decisions, and technique, written for portfolio purposes with no proprietary source.

System Repository Gameplay Engineering
🚢 Watercraft physics & netcode watercraft-physics Board and crew a player-built raft — paddle or raise the sail and catch the wind, steer by rudder, ride a trochoidal (Gerstner) wave field that shoals toward the coast. Two buoyancy solutions behind one interface (sample-point vs submerged-volume with a true, self-moving center of buoyancy), frame-rate-independent fixed-substep physics, and sync of players walking on a moving, rotating platform via local-frame replication + prediction.
🏗️ Data-oriented building data-oriented-building Build freely from pieces that snap by priority, must be structurally supported or they collapse, and run production lines on fuel / workload / product queues. ECS / Mass-style entities + fragments instead of per-actor for thousands of persistent objects — instanced rendering, throttled delta replication with weak-net adaptation, capped on-demand actor pool, and support propagation solved by amortized iterative relaxation.
⚙️ Automation AI automation-ai-productionline Assign creatures to stations and they run the line themselves — skill-typed jobs with headcounts, across 13 target kinds from Actors and foliage instances to purely virtual targets. GAS + behavior trees + navigation behind clean seams, so one worker-AI drives any station by data alone; job-driven matching keeps multi-worker jobs staffed, with continuous and endless work modes.

These are reference write-ups authored by me to document architecture and technique; they contain no proprietary or third-party code.


🕹️ Indie prototypes & side projects

🗓️ Project timeline (newest → oldest). Dates are each project's inception, so the real chronology is clear regardless of GitHub's "last updated" sorting.

Date Project Tech What it is
2025 · Dec hex-auto-battler Unity + Lua Hex-grid strategy auto-battler — deploy structures, strategize, auto-battle. (current)
2025 · Sep AutoHeroDemo Unity + Lua Auto-battler demo — deploy units and let them fight automatically.
2021 · Jun CybeArtifact Unity C# + Lua Card game framework: login → menu → battle flow with card UI.
2021 · Apr TacticalDeck Lua Turn-based card tactics — round state machine + replayable performer.
2021 · Apr AutoForge Unity C# Auto-battler: battle-order stream + node-based playback.
2019 · Jan WOFFEditor WPF C# Node-based skill/trigger editor — author abilities as node graphs.
Earlier projects (2018 – 2020)
Date Project Tech What it is
2020 · Sep MagicTaleScript TypeScript WeChat mini-game on a hand-written TS engine framework.
2020 · Sep MagicTale Cocos Creator WeChat mini-game shooter (2D + 3D).
2020 · Jul TeamFight Lua Auto-battler with behavior-tree AI + spell/effect system.
2020 · Jun IntelliFight Unity + Lua Auto-battler with a grid battlefield, summon & card systems.
2018 · Oct CardCommander Unity + Lua Lua-first card battler — thin C# host, 150+ Lua gameplay scripts.
2018 · Mar Scripts Unity C# Entity-component battle core — composable units, data VOs, AI.
2018 · Mar FreeBattle Unity C# Battle demo exploring dependency injection.

🧭 A few threads across these projects

  • Auto-battler AI — behavior trees, blackboards, and priority-based decision-making (TeamFight → IntelliFight → hex-auto-battler).
  • Data-driven abilities — node-graph ability/skill systems and visual editors (WOFFEditor, hex-auto-battler).
  • Engine plumbing — layered GameBase / GameCore / GameLogic architectures, C#↔Lua bridges (xLua), and a from-scratch TypeScript engine.

Some early ideas also exist as archived variants (e.g. ArtField → see TeamFight; NewScripts → see CardCommander).


📫 Get in touch

Currently open to gameplay engineering roles — Melbourne, Australia (also open to remote).

Happy to walk through the design decisions behind any of the systems above.

Pinned Loading

  1. data-oriented-building data-oriented-building Public

    ECS-style building system for massive persistent worlds (UE C++): entities and fragments over per-actor, instanced rendering, throttled delta replication, on-demand actor pool.

    C++

  2. watercraft-physics watercraft-physics Public

    Player-built watercraft physics and multiplayer sailing (UE C++): two buoyancy solutions, frame-rate-independent substep physics, and moving-platform player sync.

    C++

  3. automation-ai-productionline automation-ai-productionline Public

    Creature-driven automation production line (UE C++): assignable AI workers on GAS, behavior trees and navigation, with clean system seams.

    C++

  4. hex-auto-battler hex-auto-battler Public

    Unity hex-grid strategy auto-battler demo — deploy structures, strategize, and let behavior-tree AI fight it out. Custom BT + node-graph ability system + A* hex pathfinding.

    C#

  5. IntelliFight IntelliFight Public

    Unity + Lua auto-battler prototype with a grid battlefield, summon & card systems.

    Lua

  6. WOFFEditor WOFFEditor Public

    WPF node-based skill/trigger editor — author game abilities as node graphs and export them as data.

    C#