Nerotek01
I build, break, and harden software. My focus is Minecraft development, distributed systems, and offensive security.
Origin
Built with intent. Hardened by experience.
Nerotek01 started as a quiet builder of Minecraft plugins for communities that promised loyalty and paid in contempt. Servers that took months of work were stolen. The lesson became a discipline: every leaked source, every deobfuscated jar, every CVE writeup turned into study material, until reading code the way an attacker does became second nature — not for what it does, but for what it lets you do.
Today I build systems that do not break, and I break systems that were built to last. Every plugin I write is a plugin I know how to exploit, and every audit teaches me a new way to defend the next one. Build it like you'll break it. Break it like you built it.
Minecraft
Where that discipline became a craft. Plugins, server architecture, and realtime systems — built like contracts that do not break.
Plugin Development
Bukkit · Spigot · Paper · Folia — custom mechanics, anti-cheat, performance tuning.
Server Architecture
BungeeCord · Velocity · multi-proxy sharding for 1k+ concurrent players.
Realtime Systems
Netty pipelines, packet-level optimizations, custom protocol bridges.
World Engines
Chunk streaming, custom generators, anvil-level data manipulation.
Craft
Every plugin is built like a hand tool — with intent, with purpose, with character.
Scale
From 10 to 10,000 concurrent players — the difference is architecture, not code.
Secure
Every input is a potential threat. Every packet might be an attack. Always.
GitHub
Everything lives in one place — the resume, the projects, the releases. No walls, no gatekeeping.
Offensive
The other half of the work. Breaking things is the fastest way to learn how they actually work — not to cause harm, to understand. The PoCs stay private; the lessons go into everything I build.
Reverse Engineering
Static and dynamic analysis of JVM bytecode, native binaries, and obfuscated plugins. Ghidra, IDA, javap, custom deobfuscation pipelines.
Exploit Development
Memory corruption, ROP chains, JVM deserialization gadgets, logic flaws. Every PoC is a lesson; every lesson is a defense.
Protocol & Packet
Custom Netty pipelines, MITM on game protocols, packet-level fuzzing, replay attacks, state-machine breaking.
Audit & Hardening
Black-box and white-box audits, threat modeling, CSP design, sandboxing. The flip side of breaking — making it not break.
every system I can break, I can also defend. the rest is just a question of time.
Optimize
Slow code is a bug. I trace problems down to the allocation, the syscall, the lock contention — then eliminate them. Real numbers, real flame graphs, no cargo-cult optimization.
Profiling First
Every optimization starts with a profile. Flame graphs, allocation traces, and latency histograms before a single line changes.
Memory Discipline
Object pools, allocation hotspots, GC tuning. A server that GCs less serves more.
Packet-Level
Custom Netty pipelines, zero-copy, batched flushes. The kernel is not your friend.
Measure, Don't Guess
Microbenchmarks lie less than intuition. JMH cold and warm runs before any claim of improvement.
if you can't measure it, you can't make it faster.
Connect
Bring the hard problems. Minecraft network architecture, security audits, and exploit development for authorized targets — if your project needs a build-break-harden mindset, open a channel.
Join
One developer can only ship so much. Nerotek01 is assembling a small team of motivated builders — if that is you, say hello.
Passionate developers wanted
Nerotek01 is looking for enthusiastic developers to build a team and collaborate on real projects — Minecraft systems, web platforms, and security tooling. Bring curiosity, ship with intent, and grow with every build. If you enjoy the work on this page, you will fit right in.
Portfolio
The work speaks from the repository, not from screenshots. Every project is public, versioned, and one click away.
The full portfolio lives on GitHub
Project walkthroughs, tagged releases, and compiled artifacts are published on the GitHub profile — pinned repositories, clean commit history, and source code in the open. Review the work the way it was built: commit by commit.
Projects outside the Minecraft ecosystem are accepted too — if it ships, it fits.