AC
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README.md
Last updated: January 2026

Nicholas Ali

Software Engineer · Backend Systems · Machine Learning · Scalable Web Apps

Software Engineer specializing in backend systems, applied mathematics, and machine learning. I have a proven track record of designing high-performance systems and SaaS-ready platforms. Currently focused on building intelligent, data-driven products that combine AI and engineering rigor.

Identity

terminal
$ cat user_profile.json | jq
{
"name": "Nicholas Ali",
"role": "Software Engineer",
"location": "Halifax, NS (Open to Remote)",
"education": [
"B.S. Computer Science (GPA: 3.9)",
"A.A. Applied Mathematics (GPA: 4.0)"
],
"focus": ["backend-systems", "machine-learning", "fintech", "embedded"],
"goal": "Building the next generation of financial and systems infrastructure"
}

40%

Reduction in load times

22%

Improvement in engagement

3.9

CS GPA

about.md

About

I am a Software Engineer with a strong foundation in Applied Mathematics and Computer Science. My passion lies in solving complex engineering problems at the intersection of backend systems and machine learning.

From optimizing physics engines at Epic Games to building scalable SaaS platforms at Heartr, I focus on creating high-performance, reliable systems. I leverage my background in mathematics to implement efficient algorithms and data-driven solutions.

Technical Skills

languages

JavaScriptPythonC++LuaSQL

frameworks

ReactNext.jsNode.jsExpressTensorFlowPyTorch

database & cloud

PostgreSQLMongoDBMySQLFirebaseAWS

other

REST/GraphQL APIsTDDGitWebpackUnreal Engine 5

Experience

Lead Backend & Fullstack Engineer

2023 – 2025

Heartr

Engineered an intelligent ML-powered compatibility engine improving match rates by 22%. Designed scalable backend infrastructure on Supabase/PostgreSQL supporting thousands of users. Built premium SaaS monetization features.

Computational Geometry Engineer

2022

Roblox

Designed and optimized geometric algorithms for 3D modeling and collision detection. Improved computation efficiency by 30% and delivered tools used by 200+ engineers, reducing environment creation time by 40%.

Destruction Physics Simulation Engineer

2022

Epic Games

Implemented advanced destruction physics in UE5 using Chaos, reducing simulation error by 40%. Optimized C++ algorithms to support 10x more destructible objects, reducing latency by 35% in large-scale simulations.

projects/

Projects

Selected technical work demonstrating systems engineering, AI integration, and core development capabilities.

HTTP Webserver

A high-performance, concurrent HTTP web server built from scratch in C++.

C++
Sockets
Concurrency
HTTP/1.1

Overview

Designed and implemented a multi-threaded HTTP web server capable of handling concurrent client connections. This project focuses on understanding the low-level mechanics of network protocols and system calls.

Problem

Standard web servers abstract away the underlying complexities of connection handling, request parsing, and memory management. Building one from scratch demonstrates mastery of these core systems concepts.

Architecture

ClientClient
ServiceServer Socket
ServiceThread Pool
ServiceRequest Router
DatabaseFile System

Connections:

ClientServer SocketServer SocketThread PoolThread PoolRequest RouterRequest RouterFile System

Key Decisions

  • Multi-threaded Architecture

    Utilized a thread pool to handle multiple connections simultaneously, preventing blocking on I/O operations.

  • Custom HTTP Parser

    Wrote a zero-dependency HTTP parser to manually process request headers and bodies, ensuring strict compliance with HTTP/1.1 specs.

Tradeoffs

AdvantageTradeoff
Full control over memory and executionHigher complexity compared to using libraries like Boost.Asio
Deep understanding of syscalls (bind, listen, accept)Platform-specific implementation details (POSIX)

Performance

Multi-threaded

Concurrency

HTTP/1.1

Protocol

None (STL only)

Dependencies

Code Example

server.cpp
1void Server::handleClient(int clientSocket) {
2 char buffer[4096] = {0};
3 read(clientSocket, buffer, 4096);
4
5 Request req = parseRequest(buffer);
6 Response res = router.route(req);
7
8 std::string responseStr = res.toString();
9 send(clientSocket, responseStr.c_str(), responseStr.length(), 0);
10 close(clientSocket);
11}

LangChain Multi-Agent System

A dynamic multi-agent system with intelligent model selection and supervision.

Python
LangChain
Docker
LLMs

Overview

Built a sophisticated multi-agent system utilizing a supervisor architecture. The system dynamically selects the most appropriate LLM (phi3, gemma3, qwen3) based on task complexity and maintains long-term memory.

Problem

Single-agent systems often struggle with complex, multi-step tasks. This architecture decomposes problems and assigns them to specialized agents (Planner, Researcher, Executor) for higher accuracy.

Architecture

ClientUser
ServiceSupervisor Agent
ServiceModel Router
ServiceWorker Agents
DatabaseVector Memory

Connections:

UserSupervisor AgentSupervisor AgentModel RouterModel RouterWorker AgentsSupervisor AgentVector Memory

Key Decisions

  • Supervisor Design Pattern

    Implemented a central orchestrator that delegates tasks to workers and aggregates results, ensuring coherent outputs.

  • Dynamic Model Router

    Developed a routing logic that assigns lightweight models to simple tasks and powerful models to complex reasoning chains.

Tradeoffs

AdvantageTradeoff
Higher accuracy on complex tasksIncreased latency due to multi-agent coordination
Cost optimization using smaller models for simple tasksComplexity in managing agent state and memory

Performance

Multiple (Ollama)

Models Supported

Supervisor-Worker

Architecture

Vector Store

Memory

Custom Game Engine

A foundational game engine built with C++ and OpenGL/Vulkan concepts.

C++
OpenGL
Physics
Rendering

Overview

Developed the core systems of a game engine, including a rendering pipeline, physics simulation integration, and entity-component system (ECS). This project showcases low-level system design and performance optimization.

Problem

Commercial engines are powerful but obscure understanding of core game loop mechanics. Building an engine requires solving problems in memory management, linear algebra, and real-time rendering.

Architecture

ServiceGame Loop
ServiceInput System
ServicePhysics System
ServiceRender System
DatabaseGPU/OpenGL

Connections:

Game LoopInput SystemGame LoopPhysics SystemGame LoopRender SystemRender SystemGPU/OpenGL

Key Decisions

  • Entity-Component System (ECS)

    Adopted an ECS architecture for data-oriented design, improving cache locality and performance for game objects.

  • Physics Integration

    Implemented rigid body dynamics and collision detection, similar to industry standards found in Unreal Engine's Chaos.

Tradeoffs

AdvantageTradeoff
Optimized memory layout (SoA)Steep learning curve compared to OOP hierarchy
Precise control over rendering pipelineManual resource management (VBOs, VAOs, Shaders)

Performance

C++

Language

Real-time

Rendering

Rigid Body

Physics

Code Example

engine/loop.cpp
1void Game::run() {
2 while (isRunning) {
3 float deltaTime = calculateDeltaTime();
4
5 physicsSystem.update(deltaTime);
6 inputSystem.processEvents();
7
8 renderer.beginFrame();
9 renderSystem.draw(entities);
10 renderer.endFrame();
11 }
12}
contact.md

Contact

I'm always interested in hearing about new opportunities, innovative projects, or connecting with fellow engineers.

© 2026 Nicholas Ali