SHAITERN

Process Automation ExpertTypeScript Game Architect
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About
The Architect

Current Focus

TS / ECS Gamedev

Engine Architecture · Physics

Professional Lane

Process Automation

Efficiency · Reliability

Background

Fullstack Webdev

React · Next.js · Node

I build software to solve problems and explore new technologies. My career started in the high-reliability world of State IT for NRW and transitioned into the private sector as a J2EE Consultant.

Seeking the limits of system stability, I took a detour into a "wild adventure" as a Citrix Server Admin for a communal power plant—managing critical infrastructure where failure wasn't an option. This taught me the value of efficiency and reliability—principles I now apply to everything I build.

I’ve seen the industry from the cockpit, too: I’ve led teams in the fast-paced world of a PropTech startup (McMakler) and directed technical strategy as a Lead Developer for a marketing agency. Nowadays, I architect Process Automation systems by day, while diving deep into TypeScript Game Development by night.

I love diving deep into the internals of systems. Whether it's writing a deterministic fixed-point math library to ensure multiplayer synchronization, or building a custom ECS engine from scratch, I'm always looking to understand how things work under the hood.

Latest Writing

Selected Works

Software Architecture & Game Dev

@shaisrc/fixed-point

Production Ready

Built for deterministic game engines with lockstep multiplayer and request-replay systems.

Cross-platform consistency: x86 ARM WASM

CALCULATION PREVIEW1000 FRAMES
JS parseFloat
0.1 + 0.2 =
0.300000004
Result
Desync Detected
Fixed Point
fp.add(a, b)
0.300000000
Result
Perfect Sync
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Archive Tetris

It started on a Friday evening as a quick test for ShaiEngine’s TileManager. By Sunday night, it had grown into a complete puzzle game with flow, polish, and that classic “one more run” feeling.

  • Built from a prototype into a full game in a weekend
  • TileManager-driven rendering + collision
  • Deterministic systems for clean replays

ShaiEngine

Scriptable Hero Action Interface

A high-performance, deterministic ECS game engine. Originally just a lazy namespace, now the backbone of complex simulations. Built for rollback netcode and total control.

  • Deterministic State for Rollback
  • Data-Oriented Typed ECS
  • Modular Architecture (AI, Physics, ProcGen)

Eerie the Owl

Stardew Valley meets The Binding of Isaac in a Lovecraftian nightmare. Manage your profession in a cursed hotel hub by day, and descend into ever-shifting floors to harvest resources by night.

  • Roguelite bullet-hell combat + cozy hub management
  • Tetris-style weapon customization
  • Dual progression: Sane (Scientific) vs Eldritch (Chaotic)