I am a Computer Science student at Bilkent University, specializing in Systems Programming, Game Engine Architecture, and Memory Optimization. I ranked 765th among 3+ million candidates in the national entrance exam.
My focus is engineering efficient, cache-friendly software architectures. I build custom engines, memory allocators, and high-performance libraries with a strict discipline for zero-allocation hot paths.
I am developing the DeepBound Engine, a modular 2D sandbox engine built with a focus on extreme scalability and performance.
- Custom ECS: Architected a Data-Oriented ECS supporting 256 component types via bitmask filtering, achieving O(1) query speeds.
- Performance: Maintaining 500+ FPS and near-zero GC pressure (<0.1 KB) with 2,000+ active entities using
ArrayPool<T>and ref returns. - Physics & World-Gen: Implemented a Spatial Hash Grid to handle 6,000+ moving entities and a hybrid serialization system for worlds with 600k+ tiles.
- Custom Tooling: Developed an in-house Fluent ClassBuilder API to automate boilerplate generation for component savers and type registries.
| Project | Description | Stack |
|---|---|---|
| DeepBound Engine | Targeting Steam. Custom DOD Engine featuring O(1) ECS queries, Spatial Partitioning, and Zero-Alloc hot paths. | C# ECS Systems |
| Arena Allocator | High-perf C++ Allocator. Achieved 19.4x speedup over new/delete via O(1) bulk deallocation and bitwise alignment. |
C++20 CMake |
| StructForge | High-performance Data Structures. 366x speedup in voxel analysis via SIMD/AVX. 2.8k+ downloads on NuGet. | C# .NET SIMD |
| Shadow of Roles | Shipped Mobile RPG. Led a 3-person team at KankanGames through the full development lifecycle. | Unity C# |

