Systems-minded developer building lightweight runtimes, Lua libraries, graphics tools, and cross-platform software.
I enjoy working close to the runtime—designing small, expressive APIs and connecting C/C++ performance with the flexibility of Lua. My projects explore language implementation, native bindings, networking, data modeling, graphics, and game-development foundations.
系统与工具开发者,专注于 Lua 生态、C/C++、图形技术、运行时与跨平台框架。
- 🔧 Building language runtimes, native libraries, developer tools, and reusable frameworks
- 🌙 Deeply interested in Lua, interpreters, VM design, embedding, and native interoperability
- 🎮 Exploring graphics, game engines, UI systems, and data-oriented C++ architecture
- 🌐 Creating cross-platform networking and application infrastructure
- ✨ I value compact implementations, practical abstractions, performance, and portability
Focus areas: language runtimes · native APIs · Lua embedding · graphics · game development · networking · ORM/data layers · cross-platform systems
| Project | What it is | Technical highlights |
|---|---|---|
| Lumen | A modernized and refined Lua interpreter designed for current operating systems and compilers. | C++17 · Lua 5.1 compatibility · VM/runtime architecture · bytecode compiler · handle-based native interface · embedding |
| Light.lua | A full-stack Lua toolkit spanning application, backend, networking, data, and UI concerns. | Lua/LuaJIT · prototype objects · ORM · coroutines/event loop · HTTP/WebSocket · TCP/UDP · LÖVE-compatible graphics |
| Choco.cpp | A compact C++ framework focused on game-development foundations and data-oriented design. | Modern C++ · data-oriented design · engine architecture · reusable native components |
| Socket.lua | A small cross-platform native socket layer for building higher-level Lua networking systems. | C++ · Lua bindings · TCP/UDP · non-blocking I/O · socket selection · Windows/Linux/macOS/iOS |
| Object.lua | A performance-minded prototype-oriented object system designed around Lua's strengths. | Lua metatables · prototype inheritance · mixins · reflection · operator overloading · method caching |
| Record.lua | A lightweight ORM-style data layer for Lua applications and games. | Lua · CRUD · transactions · ActiveRecord-style models · SQLite-oriented workflows |
More from my Lua ecosystem
- Type.lua — typing, inheritance, operator overloading, and property helpers for Lua.
- LuaJIT — my LuaJIT workspace and runtime exploration.
- love-luasec — LuaSec support for LÖVE-based games.
- lovr-luasocket — a CMake-buildable LuaSocket integration for LÖVR.
Graphics, engines & native foundations
My repositories and experiments also cover the wider native graphics ecosystem, including Skia, OpenGL/GLFW/GLM, OpenAL Soft, LÖVE, compiler toolchains, and portable C/C++ libraries. Together, these reflect my interest in the layers beneath applications: runtimes, rendering, audio, input, networking, and build systems.
GitHub language statistics describe the code in public repositories; they do not necessarily represent experience or proficiency.
I'm always interested in thoughtful work around Lua, C/C++, language runtimes, graphics, game technology, and cross-platform development.
- Browse my work: github.com/jakitliang
- Start a conversation through a project's Issues or Discussions

