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Alex Aksenov

Offer Alex work on your next project.

France Paris, France
7 days 17 hours back
Available for hire available for hire
on the service 7 days 18 hours

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91
C & C++
840 place out of 1373
Python
3082 place out of 4457

Skills and abilities

Programming

Translation

Portfolio


  • Game Engine Infrastructure, D3D12 Tooling & Simulation Systems

    C#
    Selected source modules from a custom C# game-engine infrastructure prototype.

    This work demonstrates engine-level architecture, deterministic update flow, rendering-related tooling, diagnostics, networking abstractions, and mathematical foundation code used in game/runtime development.

    #CSharp #GameEngine #D3D12 #DirectX12 #Simulation #Networking #Tools #Architecture

    Included areas:

    — Fixed-step simulation loop with tick-based timing and frame/update separation;
    — Screen stack and boot-sequence infrastructure for managing runtime screens and transitions;
    — Result/Error foundation utilities for explicit error handling and diagnostics;
    — AABB and frustum math primitives for spatial logic and visibility-related systems;
    — D3D12-oriented tooling, including shader compilation helpers and debug-message integration;
    — DXGI adapter enumeration with priority-based GPU selection logic;
    — Networking foundation interfaces and loopback transport implementation;
    — Unit tests for loopback transport and local networking behavior.

    The code focuses on clean separation between systems, predictable runtime behavior, testable abstractions, explicit resource lifetime handling, and maintainable engine architecture.

    This is not presented as a finished commercial engine, but as a collection of practical engine infrastructure modules and tooling components developed for a larger custom game/runtime codebase.

    The work is relevant to tasks involving C#, .NET, game-engine architecture, simulation loops, DirectX 12 tooling, debugging utilities, runtime systems, networking prototypes, and codebase architecture review.
  • 1398 USD

    vhidkm — Windows Kernel Virtual HID Driver Stack

    C & C++
    vhidkm is a Windows kernel-mode virtual HID driver stack written in C/KMDF. The project implements a virtual USB HID device that exposes keyboard and mouse input through the standard Windows HID stack instead of relying on user-mode input simulation APIs.

    The architecture is split into two KMDF drivers:

    — vusbbus.sys: a root-enumerated virtual USB bus driver that creates a USB-compatible child PDO on demand;
    — vhidkm.sys: a HID function driver that binds to the virtual PDO, provides HID descriptors, handles HID class IOCTLs, and feeds keyboard/mouse reports into hidclass.sys.

    The stack includes a versioned METHOD_BUFFERED IOCTL protocol, separate control device interfaces for the bus and HID function driver, administrator-only access control through SDDL, structured request validation, per-handle state, HID report injection, LED state feedback, reset handling, and cleanup logic for releasing pressed keys/buttons when a client exits unexpectedly.

    Main features:

    #WindowsKernel #KMDF #HID #C #DriverDevelopment #WindowsDrivers

    — Virtual keyboard and mouse exposed through the Windows HID stack;
    — Raw keyboard and mouse report injection;
    — Keyboard helpers for modifiers, HID usages, and keystroke-style input;
    — Relative and absolute mouse input;
    — Pixel-coordinate mouse movement using per-handle screen metrics;
    — LED feedback for NumLock, CapsLock, ScrollLock, Compose, and Kana;
    — Cancellable wait operation for LED state changes;
    — Automatic all-up keyboard and mouse reset on client cleanup;
    — Multi-handle support with isolated per-file context;
    — C SDK and Python ctypes wrapper;
    — Installation and debugging documentation;
    — WPP tracing, WinDbg-oriented debugging notes, and Driver Verifier/PREfast/SDV-oriented project structure.

    The project contains a user-mode SDK, demo code, shared protocol headers, INF files, installation scripts, and detailed documentation covering architecture, build requirements, usage, installation, and debugging workflow.

    The intended use cases include input automation, accessibility tooling, driver-level input testing, KVM-style software, remote-control tools, and testing applications that need input to be delivered through the operating system’s normal HID pipeline.

    The implementation focuses on clean kernel/user boundaries, explicit ABI versioning, defensive validation, predictable cleanup behavior, and maintainable separation between the bus driver, HID function driver, common protocol definitions, and user-mode SDK.