Systems built to simulate reality.

Fahri Aybars Barut builds real-time simulation systems, VR/XR experiences, game-engine tools, and focused AI projects with C++, C#, and Python.

profile.yaml
$ aybars --profile

role:simulation_vr_xr_developer
engines:[unreal_5, unity]
languages:[c++, c#, python]
systems:[realtime, rag, openxr]
location:ankara_tr
› awaiting next system_

CERTIFIED & EXPERIENCED ACROSS THE STACK

UNREAL ENGINE 5UNITYOPENXRC++C#PYTHON

Simulation research. AI systems. Tools built for real workflows.

0.1 / SIMULATION
natrcs.simulate

01 chunk & cache data
02 deduplicate & delta
03 model TCP / QUIC link
04 verify SHA-256 output
Python · benchmarks · reports

PANDA

A research simulator for evaluating endpoint data acceleration through chunking, cache references, compression, FEC, and seeded network conditions.

VIEW CODE ↗
0.2 / AI
query.pipeline

01 retrieve constitution
02 rank hybrid context
03 generate response
04 cite & review source
Python · FastAPI · RAG

Anayasal RAG AI

A document-grounded legal AI system with hybrid retrieval, FastAPI endpoints, source citations, and review-oriented guardrails.

VIEW CODE ↗
0.3 / ENGINE
$ archura build --release

renderer/
├── opengl_pipeline.cpp
├── entity_component.hpp
└── sdl_runtime.cpp
BUILD PASSED · modular core

Archura Engine SDL

A modular C++ game engine built from scratch with SDL2, OpenGL, custom rendering, and an ECS architecture.

VIEW CODE ↗
0.4 / TOOLING
runtime.monitor

FPS ● stable
Draw calls ● tracked
GC alloc ● visible
GenEvent ● zero-allocation
diagnostics attached

Unity Performance Profiler

A lightweight Unity runtime overlay for FPS, memory, garbage collection, draw calls, and development-build diagnostics.

VIEW CODE ↗
0.5 / EDITOR TOOL
project.hygiene

scan unused assets
protect scene dependencies
export safe backup + meta
restore generated report
Unity Editor · C# · safe workflow

Unity Project Hygiene

A Unity Editor tool for safer unused-asset analysis, project organization, external backup export, and restore workflows.

VIEW CODE ↗

Different domains. One systems-first approach.

Model complex systems, then make them observable.

From plasma-based logic experiments to real-time engine diagnostics, the work focuses on turning system behavior into something measurable, testable, and useful.

  • Real-time performance monitoring
  • Monte Carlo and threshold-based simulation
  • Runtime tooling for engineering teams
$ inspect focus/simulation

01  system: realtime-simulation
02  signals: [fps, gc, draw-calls]
03  mode: observable
04  output: validated-behavior

✓ context ready

Understand the system. Build the core. Validate the behavior.

1

Map the problem

Define the constraints, inputs, dependencies, and real behavior the system needs to represent.

2

Build the model

Implement the smallest solid architecture, from engine foundations to focused retrieval pipelines.

3

Measure and refine

Expose runtime behavior, test the result, and iterate until the system is clear and dependable.

From engine internals to the interface people actually use.

▶

Real-time systems

Simulation and runtime behavior designed around performance-sensitive workloads.

⏻

Engine fluency

Hands-on work with Unity, Unreal Engine 5, SDL2, OpenGL, and OpenXR.

⟲

Systems thinking

Architectures shaped around components, dependencies, and measurable behavior.

🌐︎

Performance tooling

Diagnostics that make FPS, draw calls, allocation, and events visible.

⫘

Cross-domain builds

C++, C#, and Python selected around the problem rather than habit.

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Open work

Public repositories and credentials make selected skills and projects reviewable.

What each build was designed to prove.

“

Model the full data path—from chunking to reconstruction—to measure exactly when an optimization is trustworthy.

PANDAPython · Simulation · Benchmarking
“

Make a dense legal source searchable through context-aware retrieval instead of relying on generic model memory.

ANAYASAL RAG AIPython · RAG · LangChain · Vector Search
“

Build the engine itself to understand rendering, architecture, and entity composition below the editor layer.

ARCHURA ENGINE SDLC++ · SDL2 · OpenGL · ECS

Review the work. Verify the skills. Start a conversation.

PUBLIC WORK

GitHub

Explore selected repositories, source code, and active engineering work.

  • Engine and rendering work
  • AI / RAG projects
  • Unity developer tooling
VIEW REPOSITORIES ↗
VERIFIED LEARNING

Credentials

Review Cisco and IBM credentials across programming, data, AI, networking, and security.

  • C++ and data foundations
  • AI fundamentals
  • Networking and security
VIEW CREDENTIALS ↓

The short version, before you open the repositories.

Real-time simulation systems, VR/XR experiences, game-engine tools, developer utilities, and focused AI/RAG projects.
The core stack includes Unreal Engine 5, Unity, OpenXR, C++, C#, and Python.
Selected work is public on GitHub, including Archura Engine, Anayasal RAG AI, and Unity diagnostic tooling.
A modular C++ game engine built from scratch with SDL2, OpenGL, a custom rendering pipeline, and an Entity Component System.
A retrieval-augmented generation project designed to answer questions about the Turkish Constitution using contextual vector search.
Use LinkedIn for a direct conversation or explore the public repositories and activity on GitHub.

Have a system worth building?

Start with the work. Continue the conversation on LinkedIn.

CONNECT WITH AYBARS ↗