Zack Dell
Embedded Systems Engineer & C++ Developer
[email protected] · Mission Viejo, CA · GitHub
Embedded systems engineer & C++ developer. I work across the hardware–software stack — from multi-layer PCB design and firmware to GPU compute pipelines and real-time systems.
Skills
Languages
- C
- C++
- Rust
- Go
- Python
- Java
- C#
- TypeScript
- PHP
- ASM
- SystemC
- CUDA
- GLSL
- HLSL
Hardware & PCB
- Multi-layer PCB Design
- Schematic Capture
- DFM Principles
- Arduino Mega/Uno
- Raspberry Pi CM5
- PMIC Integration (BQ25975)
- Hot-swap & Thermal Protection
- Li-ion Battery Management
- eSIM
- RFID
Firmware
- Embedded C/C++ Firmware
- Power State Management
- Safe Shutdown Sequences
- Sensor Feedback Loops
- Stepper Motor Control
- Real-time Control Systems
Graphics & GPU
- Vulkan 1.2
- OpenGL 3.3+
- GLSL Compute Shaders
- CUDA Compute
- GPU Pipeline Architecture
- Multi-queue Dispatch
- Sparse Memory Management
AI & Agent Systems
- AI Agent Orchestration
- Multi-agent Pipeline Design
- Agent Security & Trust Boundaries
- LLM API Integration
- Prompt Engineering
- Agentic Workflow Automation
Systems & Infra
- Linux Administration (Ubuntu/Debian)
- Proxmox VE Hypervisor
- VM & LXC Containers
- Bash Scripting
- IT Troubleshooting
Robotics
- Boston Dynamics SPOT SDK
- ORB-SLAM 3
- Cross-network Robotics Control
- Deterministic Networking
Security
- PCI-DSS
- OSHA 10 General Industry
- Security-Aware Development
- Agent Security Management
Tools
- Git
- GitHub
- Linux CLI
- Technical Documentation
- KiCad
Work Experience
Apr 2022 – May 2025
Lead Code Coach
The Coder School · Mission Viejo, CA
- Designed curriculum and led programming camps for 30+ students annually (ages 7–18) covering Scratch, Python, Java, C++, COBOL, and introductory OpenGL graphics programming
- Provided advanced 1:1 tutoring ranging from foundational Python to building real-time 3D rendering engines using OpenGL 3.3+ pipeline features
- Adapted instruction style across broad age ranges and skill levels, from complete beginners to students pursuing advanced systems programming
Jun 2022 – Present
Administrator & Field Helper
Vertical Transport · Mission Viejo, CA
- Filed and maintained state compliance documentation, regulatory filings, and internal recordkeeping for field operations and safety programs
- Led internal compliance programs for PCI-DSS payment security standards and OSHA workplace safety requirements
- Diagnosed and resolved internal IT infrastructure issues, maintaining uptime for business systems
- Coordinated scheduling and logistics for truck fleet and heavy equipment across multiple concurrent job sites
Research
Aug 2022 – May 2024
ORB-SLAM 3 deterministic optimization for embedded drone hardware
Undergraduate Student Researcher · Chapman University · Advisor: Prof. Emad Arasteh
- Researched algorithmic optimization of ORB-SLAM 3 toward deterministic execution on embedded drone hardware
- Investigated data optimization and computational reduction strategies to reduce memory bandwidth and cycle count while preserving algorithmic correctness
- Established reproducible runtime and test environments supporting systematic benchmarking
- Authored technical documentation including environment setup guides, methodology notes, and optimization proposals
Projects
2026
Gravity Dropper
Software Engineer
- 2D gravity simulation in C++ with SFML2; per-blob mass, radius, and color configured in a left-panel UI before placement
- Sits on top of a portable project-tools build system using Conan2 and GNU Make with named cross-compilation profiles
- The real focus is the build system: this project exists as a practical testbed for iterating on C++ project configuration and tooling
2026
CM5 Custom Embedded Device Board
Hardware & Firmware Engineer
- Custom CM5 carrier with battery management, power-path charging via BQ25975, and hot-swap protection for mobile and field-deployed test rigs
- Multi-layer PCB layout with schematic capture, component selection, and DFM review
- Firmware handles power state transitions, battery level monitoring, and safe shutdown sequences
- eSIM and RFID modules extend connectivity for field deployments requiring SIM-based networking or RFID asset tracking without external adapters
2026
Torchform
Lead Developer
- Smithay-based Wayland compositor managing two independent DSI outputs: upper display (1440p) for apps and overlays, lower (480p) for status and virtual keyboard
- Slint UI shell with a radial menu, command palette, and app switcher as composable overlay components, compiled from .slint source at build time
- Input daemon (torchform-inputd) reads a Cirque SPI trackpad via spidev and a USB HID gamepad via gilrs, emits a uinput virtual device, and publishes decoded ShellAction variants over a Unix socket
- Keybind abstraction layer: RawInput to ShellAction mapping is TOML-driven with built-in defaults, so no button names appear in shell logic
- 11-crate workspace with strict dependency isolation: shared libs (torchform-actions, torchform-config) carry zero Slint dependency so input and config logic compile without the UI stack
- Dual-screen emulator crate (minerva-emulator) renders both displays inside a single hardware-frame window for desktop development without physical hardware
2025
Vive Wireless Linux Driver
Kernel Developer
- Out-of-tree Linux kernel module targeting the Vive Wireless Adapter's PCIe radio card and USB companion interface, registering both with the appropriate kernel subsystems
- 60 GHz WiGig (IEEE 802.11ad) link initialization: channel selection, beamforming sector sweep, and association against the adapter's firmware command interface
- Initialization sequence, firmware command encoding, and stream framing reconstructed from Windows driver USB capture and PCIe register access patterns; no vendor documentation exists for Linux
- WiGig interface registered with cfg80211, visible as a managed wireless device to standard Linux wireless tooling
- Streaming path minimizes interrupt coalescing on the PCIe RX path, sizes DMA descriptors for single-frame transfers, and schedules outgoing packets against a deadline from the headset's display refresh
- Character device node exposes the stream interface to userspace (SteamVR, OpenVR) via read/write on pre-allocated DMA-coherent buffers; no copy on the data path
2024
Automated Drink Maker
Embedded Systems Engineer
- Stepper-driven peristaltic pumps deliver precise, repeatable volume per dispense; flow and temperature sensors provide closed-loop correction against recipe targets
- Safety interlock system prevents operation outside defined parameters; web interface handles recipe programming and real-time monitoring without touching the hardware
- Targeted the same recipe management pattern used in industrial dispensing systems: program once, run repeatedly with consistent output
2024
Multithreaded Job System
Engine Programmer
- Lock-free job queue on a fixed-size ring buffer with atomic head/tail pointers; no mutex on the hot dispatch path
- Thread pool runs N-1 worker threads pinned to physical cores; work-stealing fallback keeps queues from draining unevenly
- Simulation phases (province economics, AI evaluation, event processing) run as parallel batches; happens-before edges between phases are enforced via atomic completion counters
- Province data in SoA layout, partitioned into cache-aligned chunks; each worker owns its chunk with no shared writes, then a reduce pass merges aggregates
- Render-prep batch fires the moment the final simulation phase counter hits zero, with no blocking between the render and simulation threads
- Determinism for lockstep multiplayer is preserved by running reduce merges in a fixed canonical order and enforcing strict IEEE 754 semantics across all worker paths
2024
The Long Century
Lead Programmer
- Custom C++ game engine architecture designed around a complex simulation workload, built from scratch
- OpenGL rendering pipeline with scene graph management and performance-aware draw call batching
- Deterministic lockstep multiplayer: every client runs the same simulation from the same inputs, no server-side state
- Economic and political simulation driven by a modular, data-driven rules engine with scenario scripting for map authors
2024
AngelScript Rules Engine
Engine Programmer
- AngelScript bytecode VM embedded into the engine; core simulation types (provinces, nations, trade routes, ledger entries) registered as first-class script objects
- The entire economics model lives in script: tax rates, production modifiers, trade flow calculations, and deficit resolution are AngelScript functions called by the engine each tick
- Nation AI wired to registered callback functions; strategy tuning is a script edit, not a recompile
- Event system built on script blocks: trigger condition and outcome action functions evaluated by the VM each tick; designers write branching event chains without C++ knowledge
- Bytecode caching: scripts compile once on load, serialize to disk; subsequent launches skip the parse and compile step
- Sandboxed module system with explicit import declarations; one mod's globals cannot silently alias another's
2023
SPOT Robot Dog Action Wrapper
Software Engineer
- Network bridge routes SPOT commands from a control device across isolated network segments to SPOT's dedicated subnet
- Wraps the SPOT Python SDK into a cleaner, device-agnostic control interface for easier remote operation and demo setup
- Latency, routing jitter, and command synchronization were the primary constraints; the bridge stays transparent to the control interface
2023
Vulkan Compute Accelerator
Compute Systems Engineer
- Vulkan 1.2 compute pipeline orchestrator using a flowgraph model: nodes are shader dispatches, edges are data dependencies, the scheduler resolves execution order and resource hazards automatically
- Multi-queue dispatch with batching optimization and sparse memory management for large intermediate buffers
- Synchronization on Vulkan timeline semaphores for fine-grained pipeline dependencies without over-synchronization; complex multi-stage workloads need no manual barrier insertion per shader
2022
Basalt VR/XR Engine
Graphics & Engine Engineer
- Multi-backend rendering engine targeting Vulkan, OpenGL, and OpenVR from a shared codebase; scene and object code stays backend-agnostic behind a unified renderer interface
- 3D scene rendering pipeline with VR support via OpenVR integration for stereoscopic output on PC headsets
- Ported the rendering backend to Nintendo Switch, adapting it to the hardware's constrained GPU and memory model
2021
3DS Portable C++ Build System
Systems Engineer
- Portable build system for cross-compiling C++ projects to the Nintendo 3DS target; droppable into an existing project with minimal configuration
- Handles devkitARM toolchain setup, 3DS-specific linker flags, and output packaging into runnable homebrew format
- Abstracts away the difference between native and cross-compilation targets behind a single Make interface
Education
Aug 2022 – Jun 2025
Bachelor of Science, Computer Science
Chapman University · Orange, CA · Minor: Economics
- Data Structures & Algorithms
- Embedded Systems
- Operating Systems
- Database Systems
- Programming Languages
Certifications
OSHA 10 General Industry
OSHA / IACET · Certified
Leadership & Activities
Jan 2024 – May 2024
Lead Developer
Code The Change
- Led development for a nonprofit-focused software project
Aug 2023 – May 2025
Member
Computer Science Club, Chapman University
Aug 2023 – May 2025
President
Chapman Galactic Empire
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