Web Operator / Software Engineer

Mendola.Tech

Managed Websites, Mobile Apps & Custom Software

Small-business websites, mobile apps, custom software, automation, and systems engineering built by one accountable operator.

No charge to create an account. Pricing is reviewed before billing.

BASE: Zephyrhills, Florida, USAEMAIL: [email protected]

Engineering Proof

IMPLEMENTATION RECORD

Public repositories, demos, and case studies showing architecture choices, operating constraints, and measurable outcomes. This is the technical side of Mendola.Tech for clients, partners, and potential employers.

Public source
GitHub + demos

Repos and live work you can inspect instead of taking claims at face value.

Systems depth
JS / Go / C++

Frontend, browser performance, networking, simulation, and lower-level architecture.

Business overlap
Live deployments

Managed client websites plus software and automation work behind operations.

Public Repositories

PUBLIC
OpenCRM

Full-stack CRM and business operations platform for customers, organizations, deals, tasks, notes, saved views, imports, exports, audit history, and team workflows.

[React][Go][PostgreSQL][Docker]
Eidolon

Browser-based Isometric Action-RPG built with pure Three.js—no plugins, no native code. Custom entity system and GLTF asset pipeline achieving 60FPS on mobile.

[JavaScript][Three.js][WebGL]
AtlasCore

Modern C++20 simulation framework with multithreaded job scheduling, custom ECS, and deterministic physics. Handles 10,000+ concurrent entities.

[C++20][ECS][Multithreading]
hashbrowns

C++17 benchmarking suite for data structure performance analysis. Compares custom implementations across hardware platforms and compiler optimizations.

[C++17][Benchmarking][Algorithms]

Private Build Areas

CLIENT / INTERNAL

Some work cannot be published as source. These are representative technical areas where the same engineering approach applies.

Autonomous Trading Agents

Engineered autonomous agents for real-time market analysis using Deep Reinforcement Learning. Features predictive modeling, risk management, and high-frequency execution pipelines.

PythonTensorFlowXGBoostPPOMonte Carlo

DeFi Protocol Suite

End-to-end decentralized finance platform with cross-chain bridges, mobile wallet integration, and gas-optimized smart contracts. Handles significant transaction volume.

SolidityEVMReact NativeWeb3.jsHardhat

Game Engine Development

High-performance simulation engine featuring A* pathfinding, custom ECS architecture, and deterministic physics. Optimized for large-scale agent simulations.

C++GodotGDScriptECSLinear Algebra

Enterprise Document Platform

Secure document lifecycle management for enterprise clients. Features encryption at rest, audit logging, and compliance-ready architecture serving thousands of users.

Node.jsGoAzureMongoDBDocker

Case Studies

SYSTEM BREAKDOWNS

Architecture, tradeoffs, and outcomes from production-oriented work. Private-build case studies are anonymized to protect client and repository details.

Private Operations Platform

Customer Portal with Onboarding, Billing, and Support Flow

Challenge

A service business needed one place to collect onboarding details, manage organizations, handle support requests, expose customer documents, and keep internal admin work from turning into scattered email threads.

Solution

Built a Go-backed customer panel with organization-aware routing, onboarding steps, billing handoff, support tickets, document access, admin queues, and frontend permission helpers. Added deployment validation, frontend smoke tests, and cache-busted static assets so customer-facing changes ship predictably.

Result

Turned the managed-website service into an operational system: signup, intake, support, and internal follow-up now share one workflow instead of relying on manual coordination.

GoJavaScriptDockerGitHub Actions
Private Mobile Workflow

Job Tracking Across Mobile and Backend Services

Challenge

Field-oriented work needs fast capture, durable state, and clear handoff between the person doing the work and the backend system that tracks progress, status, and history.

Solution

Built a Kotlin-first mobile workflow backed by Go services and PostgreSQL routines. Kept the domain model explicit so jobs, statuses, and transitions can be reasoned about across app and server boundaries.

Result

Created a practical pattern for mobile-first operational software: the phone becomes the front line for capture while backend services preserve the source of truth.

KotlinGoPostgreSQLDocker
Private SEO Automation

SEO Audit Crawling and Reporting Tooling

Challenge

Managed websites need repeatable technical checks without turning every audit into a manual browser session: metadata, page structure, broken links, indexability, and deployment regressions all need a consistent review path.

Solution

Built Go-based crawl and reporting tooling with a lightweight browser UI, shell automation, and static output paths. The crawler focuses on repeatable checks that can be rerun after content or deployment changes.

Result

Reduced technical SEO review from an ad hoc checklist to a reusable workflow that supports maintenance, launch checks, and client-site quality control.

GoJavaScriptHTMLShell
Private Secure Document Platform

Estate Planning, Document Storage, and Family Sharing

Challenge

Sensitive document workflows need a safer structure than shared drives or email attachments: access, ownership, family sharing, and lifecycle state all have to be modeled carefully.

Solution

Built a React and Go platform around secure document storage, account-level workflows, and controlled sharing. Treated permissions and data boundaries as product features instead of afterthoughts.

Result

Produced a private MVP architecture for high-trust document workflows where the main engineering risk is not rendering pages, but protecting state transitions and access paths.

GoReactDocument WorkflowsAccess Control
Private Multiplayer Game System

Deterministic Lockstep Networking with Commit-Reveal Anti-Cheat

Challenge

A real-time strategy prototype needed synchronized multiplayer without trusting every client input, while keeping the simulation deterministic enough for fair wave-spawn gameplay.

Solution

Designed a Godot 4 multiplayer architecture around deterministic lockstep updates, Steamworks multiplayer integration, commit-reveal input validation, polymorphic unit behavior, and automated GUT coverage for gameplay systems.

Result

Established a testable multiplayer foundation where fairness, determinism, and unit-system flexibility are explicit constraints instead of late-stage patches.

Godot 4GDScriptSteamworksDeterministic Simulation
Private Analytics Tooling

Market Data Tracking and Automation Pipelines

Challenge

Trading and analytics experiments require repeatable data collection, derived signals, backtesting or review surfaces, and guardrails so automation does not become an opaque black box.

Solution

Built Python-heavy tracking and bot tooling with web output, containerized runtime paths, and explicit separation between data collection, analysis, and execution-facing logic.

Result

Created a reusable pattern for private analytics systems: collect consistently, inspect the intermediate state, and keep execution decisions isolated from raw scraping or signal generation.

PythonDockerHTMLAutomation
Eidolon

60 FPS in the Browser

Challenge

Building a full 3D isometric action-RPG that runs smoothly in web browsers—including mobile devices—without native code or plugins.

Solution

Built with Three.js using a chunk-based streaming architecture—only loading and updating entities within the player's active 3x3 chunk grid. Optimized GLTF assets to 500-2k triangles per model. Implemented instanced rendering for repeated objects, frustum culling, and draw call batching to keep GPU overhead minimal.

Result

Achieved consistent 60 FPS target on desktop and mobile browsers with smooth gameplay and responsive controls.

Three.jsWebGLGLTFJavaScript
Eidolon

Scalable Multiplayer via Delta Compression

Challenge

Initial multiplayer implementation sent complete world state to every connected player on each tick, causing bandwidth to scale linearly with player count and limiting concurrent sessions.

Solution

Rewrote the Go server to track per-player entity snapshots and transmit only changed fields. Added GZIP compression with pooled writers to eliminate allocation overhead. Prioritized updates by proximity—nearby entities update at 20Hz, distant entities at 5Hz.

Result

Reduced per-player bandwidth by ~80%, increasing theoretical player capacity from ~50 to ~250 concurrent players on the same server hardware.

GoWebSocketDelta CompressionGZIP
Eidolon

Spatial Partitioning for O(1) Collision Queries

Challenge

Naïve collision detection checked every entity against every other entity—O(n²) complexity that degraded rapidly as world population grew beyond 100 entities.

Solution

Implemented a spatial hash grid partitioning entities into 50-unit cells. Collision queries now only check entities in adjacent cells. Added separate tracking for movable vs static entities to skip unnecessary recalculations.

Result

Collision detection dropped from O(n²) to O(n), supporting 500+ simultaneous entities with sub-millisecond query times.

GoSpatial HashingGame Physics
Eidolon

Procedural Loot System with Deterministic Scaling

Challenge

Needed thousands of unique items without hand-crafting each one, while ensuring loot felt rewarding at every level and preventing stat inflation from breaking balance.

Solution

Built a composable item generator with base types, rarity tiers, and affix pools. Stats scale via formulas tied to item level and rarity multipliers. Rarity distribution uses weighted random selection (Common 50%, Rare 30%, Epic 15%, Legendary 5%).

Result

System generates 10,000+ unique item combinations. Level 1 and level 50 items feel proportionally powerful without manual tuning per tier.

JavaScriptProcedural GenerationGame Design
Eidolon

Real-Time Party System with Selective Broadcasting

Challenge

Party features (health bars, positions, shared XP) required frequent updates, but broadcasting to all connected players wasted bandwidth and leaked information.

Solution

Implemented party-scoped message channels. Party state changes broadcast only to party members via ID lookup. Added leader transfer on disconnect and automatic disband when empty.

Result

Party updates use <1% of total bandwidth. Supports unlimited concurrent parties with zero cross-party data leakage.

GoWebSocketMultiplayer Architecture