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zvielkoren/README.md

Zviel Koren

Systems Engineer ยท Mobile Architect ยท Open-Source Builder ยท Privacy-First Software ยท Minecraft Systems Developer


๐Ÿš€ Engineering Portfolio

A systems-oriented engineering portfolio focused on event-driven architecture, stateless backend design, and modular runtime systems. This profile operates as a live engineering system dashboard with automated data pipelines, deterministic scoring, and real-time metric updates.


๐Ÿ“Š Live Profile Metrics

Auto-generated via GitHub Actions (Data Pipeline v3, 6-hourly refresh)

Platform Status:    ๐ŸŸข Online
Last Update:        Via pipeline-generated metrics
Pipeline Version:   v3.0.0
Cache Status:       Optimized
API Integration:    Active
Update Frequency:   Every 6 hours (scheduled)

๐Ÿง  Core Engineering Identity

Architectural Domains

Domain Focus Approach
Distributed Systems Event-driven architecture Event-first design primitive
Backend Engineering Orchestration layers Stateless, composable services
Client-Owned Data User-controlled storage BYO storage, external authority
Cross-Platform Flutter, iOS, Android Unified mobile systems
Minecraft Runtime Paper, Spigot, Bukkit Plugin architecture, modularity

System Principles

  • Backend = Orchestration, Not Authority โ€” Backend services orchestrate workflows without owning data
  • Events = Primary Primitive โ€” Event-driven flows as first-class design element
  • Storage = External & User-Owned โ€” Data lives with users, not in backend
  • Failure = Design Constraint โ€” Resilience embedded in architecture
  • Modularity > Monoliths โ€” Composition over integration

โš™๏ธ System Architecture

Data Pipeline v3 - Engineering System Generator

โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚                    GitHub API Ingestion Layer                    โ”‚
โ”‚         (Fetch repos, normalize schema, rate-limit cache)        โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                         โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚                 Normalization Layer                              โ”‚
โ”‚        (Standardize repository schemas, validate fields)        โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                         โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚                   Cache Layer                                    โ”‚
โ”‚         (Rate-limit protection, 6-hour TTL strategy)            โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                         โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚              Scoring Engine v3                                   โ”‚
โ”‚  score = (starsร—3) + (forksร—2) + (recencyร—10)                   โ”‚
โ”‚        + (languageร—5) + activity_bonus                          โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                         โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚           Classification Engine                                  โ”‚
โ”‚   (Categorize: minecraft, automation, product, infra, data)    โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                         โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚        Ranking & Top-N Selection                                 โ”‚
โ”‚        (Filter forked/archived, rank by score, select top 6)    โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                         โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚         Rendering Layer & Injection Engine                       โ”‚
โ”‚    (Generate system cards, inject into README, commit changes)  โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜

GitHub Actions Automation

  • Trigger: Scheduled cron every 6 hours + manual dispatch
  • Concurrency: Single-instance protection (no race conditions)
  • Execution:
    1. Checkout repository
    2. Setup Node.js 20
    3. Execute Data Pipeline v3 (scoring, classification, ranking)
    4. Render system cards
    5. Inject into README between markers
    6. Idempotent commit (only if changes detected)
    7. Push to main branch

๐ŸŽฏ Pinned Engineering Projects

Dynamically ranked via Data Pipeline v3 scoring engine (every 6 hours)


๐ŸŽฎ Minecraft System Status

Build & Deployment Metrics

Build Status:               [ ๐Ÿ”„ Running via GitHub Actions ]
Latest Pipeline Run:        Every 6 hours
Deployment Frequency:       Continuous (on main branch)
Last Successful Pipeline:   Auto-tracked

Version Tracking

Component Badge Status
GitHub Actions Pipeline Status โœ“ Active
Release Channel GitHub Release Latest
Last Commit GitHub Last Commit Live
Repo Size GitHub Repo Size โ€”

๐Ÿ”Œ System Integrations

GitHub API Integration

  • Method: REST API v3 with rate-limit aware caching
  • Authentication: Token-based (GITHUB_TOKEN)
  • Rate Limit: 60 req/hr unauthenticated, 5000/hr authenticated
  • Cache Strategy: 6-hour TTL for repo data, 24-hour for user profile
  • Failure Handling: Graceful degradation with cached fallback

GitHub Actions CI/CD

  • Workflow: pinned-repos.yml (Data Pipeline v3 orchestration)
  • Schedule: 0 */6 * * * (every 6 hours)
  • Runtime: Ubuntu latest + Node.js 20
  • Permissions: contents: write (README modification)
  • Idempotency: Commit only on actual changes

๐Ÿ› ๏ธ Technical Stack

Languages & Runtimes

  • Primary: Go, Rust, TypeScript, Python
  • Mobile: Flutter, Swift, Kotlin
  • Game: Java (Paper/Spigot), C#
  • Scripting: Node.js, Bash

Architecture Patterns

  • Event-driven systems (message queues, event streams)
  • Microservices & service mesh (orchestration focus)
  • Serverless/FaaS (stateless, event-triggered)
  • Plugin architectures (Minecraft, Discord)
  • Data pipeline orchestration (ETL/ELT patterns)

DevOps & Infrastructure

  • CI/CD: GitHub Actions (primary workflow automation)
  • Containerization: Docker, container registries
  • Version Control: Git workflow, branching strategies
  • Monitoring: GitHub API insights, runtime metrics
  • Infrastructure Code: Terraform, CloudFormation patterns

๐Ÿ“ˆ Engineering Metrics

Activity Timeline

  • Active Development: High-frequency updates across systems
  • Domain Focus: Backend services, event systems, cross-platform mobile
  • Open Source Contribution: Community-driven plugins and tools
  • Architecture Research: Exploring edge-optimized, distributed patterns

Quality Signals

  • Deterministic scoring system โœ“
  • Automated data pipeline โœ“
  • Rate-limit aware caching โœ“
  • Idempotent deployments โœ“
  • Schema normalization โœ“
  • Graceful error handling โœ“

๐Ÿค Let's Build

Interested in event-driven systems, cross-platform engineering, or Minecraft plugin architecture?

  • ๐Ÿ“ง Reach out: GitHub Issues or Discussions
  • ๐Ÿ”— Connect: GitHub Profile
  • ๐ŸŒ Explore: Featured projects (auto-ranked above)

Made with ๐Ÿง  + โš™๏ธ + ๐Ÿš€

Profile README generated via Data Pipeline v3 โ€” A fully automated, deterministic, API-driven engineering system.

๐Ÿงฉ System Cards

๐ŸŸฆ OpenSpend

Privacy-first financial event system

Type: Stateless Event Pipeline Model: BYO Storage

Core Flow

Client โ†’ Event โ†’ Transformation Layer โ†’ External Storage

Capabilities

  • Google Sheets integration
  • Notion / Airtable adapters
  • Webhook-based pipelines

Status: Production


๐ŸŸฉ Z Quest

Mobile interaction engineering system

Type: Flutter-based UX system Model: Lightweight backend coupling

Capabilities

  • Cross-platform mobile runtime
  • Event-driven UI state transitions
  • Minimal backend dependency design

Status: Published App


๐ŸŸฅ Minecraft Engineering System

Modular Paper plugin architecture

Type: JVM runtime system Model: Event-driven plugin kernel

Runtime Architecture

Minecraft Server
  โ†’ Bukkit Event System
  โ†’ Internal EventBus
  โ†’ Module System
  โ†’ Gameplay / World Effects

Modules

  • Player System
  • World System
  • Command System
  • Integration Layer

Status: Active Development


๐Ÿ“Œ Pinned Systems (Ranking Engine v2)

Fully automated GitHub ranking engine. Repositories are scored, classified, and rendered as structured system cards (not simple markdown lists).

๐Ÿง  Ranking Engine v2

Each repository is evaluated using a weighted scoring model:

๐Ÿ“Š Score Formula

score = (stars * 3) + (forks * 2) + recency_boost + language_weight

๐Ÿงฎ Additional Signals

  • Recency Boost: newer updates increase ranking priority

  • Language Weight:

    • Rust / Java / Kotlin โ†’ high (systems layer)
    • Dart / Flutter โ†’ medium (product layer)
    • JS/TS โ†’ baseline (web automation)
  • Project Type Inference:

    • Minecraft plugin โ†’ runtime system
    • Discord bot โ†’ event automation system
    • Streaming server โ†’ infrastructure system

โš™๏ธ Execution Pipeline

  1. Fetch repositories via GitHub API
  2. Filter forks and low-signal repositories
  3. Compute composite ranking score
  4. Infer project category via heuristics
  5. Sort by final score (descending)
  6. Render structured system cards into README

๐Ÿ“ก Automation Contract

  • Source: GitHub REST API v4
  • Engine: Ranking Engine v2 (weighted scoring model)
  • Execution: GitHub Actions scheduled workflow
  • Update Frequency: every 6 hours
  • Output: Structured system-card injection into README

๐Ÿ“ก Minecraft Live Status

Real-time plugin + server health layer (powered by GitHub Actions + Shields.io)

Build Release Version

  • Runtime Integrity: live via GitHub Actions pipeline

โš™๏ธ Engineering Pipeline Layer

All systems are governed by CI-driven automation:

  • GitHub Actions build verification
  • Gradle-based JVM compilation
  • Flutter build validation
  • Automated artifact generation
  • Release tagging via semantic versioning (planned extension)

๐Ÿง  System Design Model

Execution Flow

Client Event โ†’ Processing Layer โ†’ External State โ†’ Stateless Core

Design Constraints

  • No persistent backend authority
  • Externalized storage ownership
  • Deterministic transformation layers
  • Modular runtime boundaries

๐Ÿงฑ Architecture Cards

Event System

  • Primary system primitive
  • Fully decoupled components

Storage Model

  • User-owned persistence
  • No internal database authority

Runtime Systems

  • JVM (Minecraft)
  • Flutter (Mobile)
  • Node/Webhook integrations

๐Ÿ›ก๏ธ Trust & Threat Model

  • Backend systems are non-authoritative
  • Client is source of truth
  • External storage is replaceable
  • Failures are expected and handled explicitly
  • Minimal attack surface via stateless design

๐Ÿ“ซ Contact


๐Ÿงญ Closing Principle

Systems should minimize centralized ownership while maximizing composability, autonomy, and long-term architectural independence.

Pinned Loading

  1. self-streme self-streme Public

    A Powerful Self-Hosted Streaming Server with Stremio Integration

    JavaScript 3

  2. chat-server chat-server Public

    This project is a learning-focused TCP chat server built in Rust. It is designed as a starting point for a more complex distributed chat system.

    Rust

  3. autoext autoext Public

    A Rust tool that automatically renames newly created files based on user-selected format.

    Rust

  4. AutoGalleryTool AutoGalleryTool Public

    soon..๐Ÿ‘€

  5. MultiTools.py MultiTools.py Public

    MultiTools Automation Features

    Python 1