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alexanderwanyoike/README.md

Alexander Wanyoike

Building trading systems, distributed infrastructure, creative tools, and the occasional game.

TypeScript Go Kubernetes Docker Python Rust C/C++ Godot


I like building systems that turn annoying workflows into software I can own.

Most of my work sits around:

  • Algorithmic trading infrastructure: engines, SDKs, broker integrations, evaluation harnesses, risk tooling, Kubernetes deployments, and runtime operations.
  • Distributed systems: Rust networking, libp2p experiments, peer-to-peer transports, and local-first infrastructure.
  • Creative tooling: video, audio, AI image generation, 3D workflows, sample tools, and CLI-first utilities.
  • Games and interactive systems: Godot gameplay systems, Unreal tooling, multiplayer prototypes, rhythm mechanics, and FPS experiments.
  • Developer tooling: agents, code analysis, automation, and practical tools for shipping faster.

Current Center Of Gravity

Area What I am building
Trading systems the0, broker integrations, evaluation tooling, runtime infrastructure
Kubernetes and ops Helm charts, deployment runbooks, container hardening, sealed secrets, local and production cluster workflows
Distributed web jolt, libp2p-dcutr, transport experiments
Creative tools clipforge, forgecut, ai-img, meshmaker
Game experiments Godot and Unreal prototypes, multiplayer systems, rhythm mechanics, arena FPS design

Projects Worth Opening

An open-source algorithmic trading engine focused on running, deploying, and managing trading bots without turning operations into a second job.

The work around it includes Kubernetes deployment, Helm packaging, container runtime hardening, local Docker workflows, and production runbooks.

A distributed web experiment in Rust. This is where I explore peer-to-peer architecture, networking primitives, and practical decentralised systems.

Tools born from friction with heavyweight media workflows: screen recording, clipping, editing, and getting small jobs done without fighting the stack.

A CLI-first approach to AI image generation. Prompt in, image out, no website ceremony.

Run 3D AI tools remotely and bring the results into Blender workflows for mesh creation, rigging, and animation.

Stack I Reach For

Rust        networking, CLIs, systems tools
TypeScript  web apps, dashboards, product surfaces
Python      research, trading, AI workflows, automation
Go          compact CLIs and service experiments
Kubernetes  deployments, Helm charts, runtime operations
Godot       gameplay prototypes, multiplayer, rhythm and FPS systems
C# / C++    games, engines, native experiments
Shell       deployment glue, infra workflows

Operating Notes

  • I prefer tools that can run locally, be self-hosted, or be automated.
  • I build a lot of prototypes, then keep the ones that teach me something or become useful.
  • I am usually happiest close to the runtime: Kubernetes, containers, brokers, media pipelines, event loops, sockets, and deployment edges.
  • Some active work stays private until it is ready to be useful publicly.

Activity

Contribution activity graph

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  1. the0 the0 Public

    Open Source Algorithmic Trading Engine

    TypeScript 264 33

  2. jolt jolt Public

    Distributed Web

    Rust 1 1

  3. clipforge clipforge Public

    Got annoyed with ffmpeg and OBS dropping my game frames so built clipforge a screen recorder

    Rust

  4. forgecut forgecut Public

    Just cause shotcut stopped working... Well I guess im gonna build a video editor for small things (this is no divinci resolve)

    Rust

  5. showbiz showbiz Public

    Was intrested in AI video generation and editing but again I dont want to use websites... Thats showbiz

    TypeScript

  6. ai-img ai-img Public

    I love AI image generation but going to a website sucks... all we need is a prompt so... lets put this in the cli

    Go