Skip to content
Game Development Studio

MidManStudio

Unity packages, a Rust-powered engine core, and shipped multiplayer systems — built by one studio, from the SIMD math up to the game feel.

Tools other developers ship with

Three UPM packages published under the com.midmanstudio scope — built for real projects first, released as reusable packages second.

Shipping

Utilities

com.midmanstudio.utilities

Screenshot / GIF

The foundation every project is built on

Core utilities used across every MidManStudio Unity project — tick dispatcher, logger, timers, object pools, audio limiting, FX, scene management, and UI state. Includes an Auto Reference system with fuzzy name matching and a Hierarchy Arranger with ten arrangement modes.

  • Auto Reference — fuzzy matcher (Levenshtein + token Jaccard) wires up component refs automatically
  • Hierarchy Arranger — 10 arrangement modes for keeping scenes clean
  • Tick dispatcher, pooled timers, and a native audio limiter backed by Rust
UnityC#Rust FFIEditor Tooling
Shipping

Netcode

com.midmanstudio.netcode

Screenshot / GIF

NGO utilities for actually shipping multiplayer

Netcode for GameObjects utilities: network singletons, object pooling, connection management, and LAN/WiFi lobby discovery. Built from real debugging sessions on live multiplayer projects, not written in the abstract.

  • Local lobby manager with client/host discovery over LAN
  • Network-safe object pooling patterns for NGO
  • Connection lifecycle management that survives reconnects
UnityNetcode for GameObjectsC#
Active Dev

Projectile System

com.midmanstudio.projectilesystem

Screenshot / GIF

Server-authoritative, SIMD-simulated, 2D-first

High-performance server-authoritative projectile system with a Rust simulation core. Firing client handles the visual locally, the server runs the authoritative simulation, and every other client receives state over RPC — with reconciliation and snapshot-based velocity extrapolation for non-linear movement types.

  • Rust core (projectile_core) — SSE2 SIMD, 4-wide batched simulation
  • Primarily 2D, with a 3D path kept as a reference implementation
  • RequireOwnership = false bridge for physics projectiles, raycast sender-exclusion for no double-fires
UnityRustNGOSIMD

What's running under the hood

The Unity packages sit on top of a homegrown Rust stack — simulation cores, SIMD math, a custom scripting language, and a vector graphics engine, all built in-house rather than bolted on from a marketplace.

Config · code · encryption, one format

DixScript

A data interchange format (.mdix) combining configuration, compile-time functions, built-in AES-256 encryption, and automatic compression. Rust runtime with full multi-language bindings — C, C++, Java, Lua, Python, WASM/npm, and Odin — plus a VS Code and IntelliJ LSP.

RustLanguage DesignLSPMulti-language Bindings
GitHub

SIMD math across every architecture

mid-engine / mid-math

A Rust game engine workspace built from the ground up. mid-math targets SSE2, AVX2, AVX-512, NEON, and WASM SIMD128 with scalar fallback — the same math running whether it's compiled for a phone or a server. mid-common ports parts of Blender's blenlib string subsystem.

RustSIMDNEONAVX-512WASM
GitHub

MidStroke eXchange — vector graphics engine

MSX

A full vector graphics rendering format with a custom binary format and DixScript source, applying Grease Pencil-derived rendering patterns: dual-buffer OIT compositing, ping-pong FBOs, SMAA, and Halton-sequence supersampling.

RustRenderingVector GraphicsBinary Format
GitHub

The simulation running the Unity package above

projectile_core

Native Rust simulation core backing com.midmanstudio.projectilesystem — SSE2 SIMD, four-wide batch simulation, compiled per-platform and pulled into Unity through FFI.

RustSIMDFFIGame Simulation
GitHub

Screens, clips, and process

Gameplay captures, editor tooling in action, and concept work. Slots below are wired up and ready — drop images into /static/media/images and clips into /static/media/videos.

Web work and research

Game dev is the focus, not the whole story — attendance platforms, a compression algorithm under active research, and a few web builds.

01 Featured

AirCode

QR-Based Attendance Platform

Higher-institution attendance tracking via QR codes. Real-time dashboards for lecturers and admins, tamper-resistant check-ins.

C#BlazorFirebaseQR Code
Live Demo
02 In Progress

MBFA

MidMan's Bit Folding Algorithm

A multi-fold iterative compression algorithm under active research — each fold sees a structurally different layer of the data than the last. Already beating gzip on highly repetitive data; entropy coding in progress.

RustCompressionResearch
GitHub
03 Completed

mid-qr

Full QR Code Ecosystem

Rust/WASM core with a TypeScript/npm wrapper and a Blazor NuGet package, covering 14 content types — vCard, WhatsApp, Instagram, Telegram, and more.

RustWASMBlazorTypeScript
GitHub
04 Completed

VantageSolutions

Git-CMS Marketing Site

SvelteKit site with articles pulled from a JSON file in the repo via raw.githubusercontent.com — no backend, no redeploy needed for content updates thanks to Fastly CDN caching.

SvelteKitGit-CMS
GitHub

One studio, built end to end

MidManStudio is an indie game development studio founded by Mid — AbdulHamid Muhammad Suleiman — a game developer and systems programmer who builds most of the stack in-house rather than reaching for off-the-shelf packages.

That means Unity games backed by a Rust simulation core instead of pure C# physics, a custom scripting language (DixScript) instead of raw JSON config, and a vector graphics engine built from first principles instead of a licensed renderer. The throughline across every project is the same: understand the layer underneath before shipping the layer on top of it.

3 Unity Packages
5+ Rust Systems
1 Studio, One Founder
Studio / Founder Photo

Core Focus

Unity / C# 95%
Rust 85%
Systems & SIMD 78%
Multiplayer / NGO 80%
Language & Tooling Design 82%

Let's build something

Open to collaborations, contract work, and questions about any of the packages or tools above. Reach out through GitHub for now.