I'm Zhilin Tang.-image

I'm Zhilin Tang.

about-me-image

About me

I'm a Chicago based C++ Software Engineer, currently studying at DePaul University learning Real-Time Software and Game Systems.

With 5 years of experience in the parallel computing and AI domains, I specialize in crafting performance-driven applications within innovative tech environments.C/C++, and Python programming, focusing on designing, developing, testing, and debugging high-quality software solutions.

In my free time time, you can catch me playing 🥏 Frisbee, 🎱 Pool, 🏓 Ping Pong, or exploring the beautiful 🏙️ Chicago.

Check out some of my projects

High-Performance Multi-threaded Maze Solver

High-Performance Multi-threaded Maze Solver

Advanced C++17 maze solving algorithms optimized for high-end multicore CPUs (i9-14900KF). Features parallel pruning, bidirectional search, and collaborative DFS with intelligent thread synchronization for maximum throughput.

Technologies

C++17MultithreadingParallel AlgorithmsPerformance OptimizationCMake

Key Features

  • Implemented parallel pruning strategy with bidirectional search, dynamically reducing search space in real-time
  • Built collaborative bidirectional DFS with global state sharing to eliminate redundant work across threads
  • Optimized for i9-14900KF using C++17 multi-threading library, minimizing synchronization overhead
  • Achieved massive parallel throughput on server platforms while maintaining versatility for workstations
  • Created interactive visualization showing all algorithms in action with live performance comparison
Space Invaders with 15 Design Patterns

Space Invaders with 15 Design Patterns

C# implementation of the classic arcade game Space Invaders using the AZUL framework. Showcases 15 software design patterns demonstrating modern software engineering principles including modular architecture, iterative development, and object-oriented design with well-structured game systems.

Technologies

C#AZUL FrameworkDesign PatternsGame DevelopmentOOP

Key Features

  • Integrated 15 design patterns: Singleton, Factory, Flyweight, Proxy, Adapter, Composite, Observer, Command, Iterator, State, Strategy, Visitor, Object Pool, Null Object, and Template
  • Faithful recreation of Space Invaders with all core gameplay mechanics and retro aesthetic
  • Built modular game systems for Input, Animation, Collision Detection, Sound, and Display
  • Demonstrated creational, structural, and behavioral pattern categories in a cohesive architecture
  • Designed for scalability and maintainability following SOLID principles and clean code practices
Real-Time Audio Engine with XAudio2

Real-Time Audio Engine with XAudio2

Custom audio engine built with Microsoft's XAudio2 library, employing an actor-model multithreading architecture, command pattern, and circular queues for efficient real-time audio playback across multiple threads. Delivers a scalable, responsive, and data-driven audio solution for games and performance-critical applications.

Technologies

C++XAudio2MultithreadingActor ModelCommand PatternCircular Queues

Key Features

  • Implemented asynchronous loading and caching of audio assets for optimal performance
  • Developed voice callback system for seamless stitching of multiple audio buffers
  • Built real-time volume and panning controls via dynamic play-time attributes
  • Designed handle-based resource access ensuring safe cross-thread management
  • Created priority-based playback control system to manage concurrent sound limits
  • Integrated custom user callbacks for triggering sounds and reporting playback events
DirectX 11 Lighthouse Scene

DirectX 11 Lighthouse Scene

Award-winning DirectX 11 lighthouse scene developed for GAM470 at DePaul University. Features advanced rendering techniques including dynamic skybox, multiple light sources, realistic water effects, atmospheric fog, mirror reflections, and height-map terrain with texture interpolation.

Technologies

C++DirectX 11HLSLGraphics ProgrammingShader Development

Key Features

  • Implemented stunning water effects with realistic wave simulation (featured in future course curriculum)
  • Developed dynamic skybox system with multiple light sources and atmospheric fog rendering
  • Created mirror reflections and realistic moving boat with physics-based animation
  • Built rugged height-map terrain with multi-texture interpolation for visual variety
  • Received high praise from instructor for advanced shader programming and rendering quality
OpenGL Learning Framework

OpenGL Learning Framework

A comprehensive learning framework advancing from beginner to mastery in OpenGL. Features implementation of advanced rendering techniques including Weighted Blended Order-Independent Transparency (OIT) and texture filtering optimizations, systematically organizing study materials and code for streamlined learning.

Technologies

C++OpenGLGLSLComputer GraphicsCMake

Key Features

  • Implemented Weighted Blended OIT algorithm achieving smooth transparency in single render pass without depth sorting
  • Developed custom learning framework from scratch to systematically organize graphics programming concepts
  • Built anisotropic filtering demo showing significant visual quality improvements over trilinear filtering at oblique angles
  • Created interactive demos showcasing real-time transparency rendering with accurate color blending across multiple layers
  • Structured codebase enabling practical experimentation with advanced rendering techniques

Get in touch.

Feel free to reach out through any of the channels above. I'm always open to discussing new opportunities!