Switch to English?
Yes
Переключитись на українську?
Так
Переключиться на русскую?
Да
Przełączyć się na polską?
Tak

Alex Aksenov

Предложите Alex работу над вашим следующим проектом или зарегистрируйте профиль фрилансера и начинайте зарабатывать прямо сейчас.

Франция Paris, Франция
7 дней 16 часов назад
Свободен для работы свободен для работы
на сервисе 7 дней 17 часов

Рейтинг

Успешных проектов
Нет данных
Средняя оценка
Нет данных
Рейтинг
91
C и C++
Python 1

Резюме

I am a software developer specializing in low-level programming, systems engineering, C++, C, Assembly, C#/.NET, Windows kernel development, DirectX 12, game-engine architecture, debugging, and code review. My work is centered on solving technically demanding problems where a superficial fix is not enough: I focus on understanding the underlying architecture, identifying the real cause of an issue, and delivering reliable, maintainable solutions.

I can help with implementation, debugging, refactoring, performance-oriented code, architecture cleanup, project setup, and technical review. I am comfortable working with unfamiliar codebases, legacy systems, complex build environments, and tasks that require careful reasoning about how software behaves close to the operating system, hardware, or runtime layer.

My main technology stack includes C++, C, Assembly, C#, Python, Java, and JavaScript. I have experience with Windows development, KMDF drivers, HID/PnP concepts, IOCTL design, WDK, WinDbg, Driver Verifier, DirectX 12, DXGI, HLSL, .NET 8, Win32 interop, CMake, Visual Studio, binary and file formats, desktop utilities, automation scripts, and engine-level tooling.

One of my key areas of experience is Windows kernel and driver-related development. I have worked on a virtual HID kernel-mode stack involving KMDF, WDK, HID/PnP interfaces, IOCTL contracts, test signing, tracing, debugging, and driver-hardening workflows. This type of work has given me a strong understanding of reliability, strict API design, defensive programming, and the importance of predictable behavior in low-level systems.

I also have a strong interest in game-engine development and rendering infrastructure. My experience includes DirectX 12 rendering concepts, shader pipelines, frame-oriented rendering architecture, asset loading, runtime systems, ECS-style organization, deterministic simulation ideas, UI flow, tooling, and clean separation between engine, tools, and game logic.

In every project, I pay close attention to code clarity, modular structure, correctness, maintainability, and long-term stability. I do not simply write code that works once; I aim to create solutions that are understandable, extensible, and safe to build upon. I can also explain technical decisions clearly, review existing implementations, identify weaknesses, and suggest practical improvements.

I am available for remote development tasks, debugging sessions, code review, technical consultation, feature implementation, refactoring, and long-term engineering work. I am especially well-suited for projects involving C++, C, C#, Assembly, systems programming, Windows internals, DirectX 12, game engines, custom tools, and complex debugging scenarios.

All communication and project-related details can be handled through the platform.

Навыки и умения

Портфолио


  • 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.
  • 61 992 UAH

    vhidkm — Windows Kernel Virtual HID Driver Stack

    C и 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.