Jesse Talavera

New York City Metropolitan Area
434 followers 424 connections

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About

I specialize in creating, maintaining, and porting software systems that deliver…

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Experience & Education

  • Stony Brook University

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Projects

  • libretro.py

    - Implements the libretro API using the ctypes library; enables compatible emulator plugins to be automated through their C ABIs for testing and machine learning.
    - Distributed through the PyPI package repository, to encourage wider adoption.
    - Deployed documentation with Sphinx and Read the Docs, facilitating API discoverability.
    - Includes support for headless OpenGL rendering, enabling cross-platform testing in CI/CD environments.
    - Designed for extensibility with standard…

    - Implements the libretro API using the ctypes library; enables compatible emulator plugins to be automated through their C ABIs for testing and machine learning.
    - Distributed through the PyPI package repository, to encourage wider adoption.
    - Deployed documentation with Sphinx and Read the Docs, facilitating API discoverability.
    - Includes support for headless OpenGL rendering, enabling cross-platform testing in CI/CD environments.
    - Designed for extensibility with standard object-oriented programming techniques, enabling emulator authors to customize the emulator’s runtime environment for their own use cases.
    - Contributed debug functionality to a dependent OpenGL package, streamlining debugging for its users.

  • melonDS

    - Contributed patches upstream in support of melonDS DS (see below).
    - Refactored codebase to support multi-instancing (a prerequisite for certain forms of netplay)
    - Updated serialization to work in-memory, allowing emulator state to be saved or transmitted freely.
    - Decoupled ROM parsing and installation, allowing frontends to selectively enable features for certain kinds of games before loading them.
    - Relax constraints on how system files are saved and loaded, allowing firmware…

    - Contributed patches upstream in support of melonDS DS (see below).
    - Refactored codebase to support multi-instancing (a prerequisite for certain forms of netplay)
    - Updated serialization to work in-memory, allowing emulator state to be saved or transmitted freely.
    - Decoupled ROM parsing and installation, allowing frontends to selectively enable features for certain kinds of games before loading them.
    - Relax constraints on how system files are saved and loaded, allowing firmware and NAND images to be customized at runtime before a game is loaded.
    - Introduced platform-agnostic layers for ports to provide their own implementations of logging, file system access, and other system resources

    Other creators
  • melonDS DS

    - Architected to simplify integrating updates from upstream, an improvement over an earlier port.
    - Ported to platforms that upstream melonDS doesn't support, including Android and iOS.
    - Enabled netplay on all supported platforms with stub implementations of networking-related upstream dependencies, simplifying the build process. (An unrelated Android port also uses this code.)
    - Wrote an automated regression test suite with elements in Python and CMake.
    - Designed a continuous…

    - Architected to simplify integrating updates from upstream, an improvement over an earlier port.
    - Ported to platforms that upstream melonDS doesn't support, including Android and iOS.
    - Enabled netplay on all supported platforms with stub implementations of networking-related upstream dependencies, simplifying the build process. (An unrelated Android port also uses this code.)
    - Wrote an automated regression test suite with elements in Python and CMake.
    - Designed a continuous integration and delivery workflow in GitHub Actions that builds, tests, and releases updates
    - Appeared on an episode of the RetroAchievements podcast to discuss the project and other anecdotes.

    Other creators
  • RetroArch

    - Implemented a microphone API for use by compatible emulators and game engines, including melonDS DS. Includes drivers for WASAPI, SDL, and ALSA.
    - Extended the softpatching functionality to support the XDelta format, commonly used for mods and translations of retro games.
    - Exposed the device’s power status reporting to compatible emulators.
    - Contributed continuous integration workflows for several platforms via GitHub Actions.
    - Documented the public API in Doxygen format.

    Other creators
  • One True Check

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    - Developed a browser extension to highlight X (formerly Twitter) accounts that were approved by the platform’s legacy verification system.
    - Published on the Firefox and Chrome browser extension stores.
    - Attained Featured status on the Chrome Web Store.

  • ruffle_libretro

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    - Prototyped a proof-of-concept port of Ruffle to the libretro API.
    - Integrated support for Ruffle’s Vulkan renderer.
    - Identified and contributed fixes for bugs that prevented libretro interoperability.

  • CorundumGames.Codegen

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  • Chromavaders

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    - Designed a component oriented architecture with Entitas.
    - Wrote and distributed plugins for a custom C# code generator used by Entitas.
    - Iterated on the game’s design with regular playtesting sessions, incorporating the resulting feedback into the game’s design.
    - Secured a development license for the Nintendo Switch and the Xbox One.
    - Implemented an integration test suite in NUnit to verify hundreds of game scenarios.
    - Prototyped a machine learning-powered AI agent using…

    - Designed a component oriented architecture with Entitas.
    - Wrote and distributed plugins for a custom C# code generator used by Entitas.
    - Iterated on the game’s design with regular playtesting sessions, incorporating the resulting feedback into the game’s design.
    - Secured a development license for the Nintendo Switch and the Xbox One.
    - Implemented an integration test suite in NUnit to verify hundreds of game scenarios.
    - Prototyped a machine learning-powered AI agent using ML-Agents.
    - Released a playable demo to gather feedback.
    - Exhibited publicly at the Play NYC convention.

  • presskit.html

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  • NGC Archive

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    A searchable archive of the NGC's evidence-based clinical practice healthcare guidelines.

    - Created an unofficial, searchable archive of the NGC clinical practice guidelines database, when defunded by U.S. Department of Health and Human Services in July 2018.
    - Converted nearly 10,000 XML-formatted guidelines and bibliographies to Markdown using Python.

    See project
  • rwog

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    A small Linux utility written in Rust that runs a program (or a shell) with reduced group memberships. Intended for testing programs that don't have the privileges they need.

    See project
  • Meshd

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    Skill-based matchmaking for students looking for collaborators on projects (academic or otherwise). Beta-tested at the hack@CEWIT hackathon in February 2017.

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  • Rosie

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    A quick and dirty variation on SameGame, known in the West by...many different names. Made in Haxe and HaxeFlixel.

    See project
  • BALLS: The Badass Looker for Ludicrous Shaders

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    - Desktop GLSL editor designed for prototyping shaders for games.
    - Displayed at Stony Brook University’s Undergraduate Research & Creative Activities exhibition, April 2016.
    - Presented as undergraduate capstone project.

    See project
  • Mixxy

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    A website for artists to create and share comics.

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  • Orbital

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    There is a star in the center. You can launch planets around it. Set as many planets in motion around the star as possible without any of them colliding. Simple.

    See project
  • Gravv

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    Gravv is a top-down shooter that offers a gravity beam in lieu of a traditional laser or firearm. The player fights enemies by attracting and repelling them into walls and other enemies or hazards. Unreleased; still not sure what to do with it.

  • X Piano

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    X Piano is an in-browser piano app that lets you upload your own sound effects and use them as notes, and then apply an array of filters and effects. It was made with JavaScript, HTML5, CSS3, SVG, and WebAudio. It's even been featured in Chrome Experiments!

    See project
  • Invasodado

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    From the game's marketing:

    They say that humans can't multitask. "They" just couldn't get a high score in Invasodado. Put together the two halves that make this whole in a seamless alien-blasting, color-matching, high-scoring arcade puzzle-shooter experience! Can you protect the Earth from a fabulous doom?

    A finalist in the 2013 Stony Brook University Game Programming Competition!

    Other creators
    See project

Languages

  • English

    Native or bilingual proficiency

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