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AzerothCore-WotLK

Long-term contributor and maintainer on the AzerothCore-WotLK project, working across core C++, spells, dungeons, and database content.

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AzerothCore-WotLK Maintainer

AzerothCore-WotLK is a large, long-lived C++ codebase that powers many Wrath of the Lich King private servers.

My role has evolved from individual bugfixes into ongoing core development and maintenance, working across gameplay systems, scripts, and database content.

Role & Scope

  • Contribute and review changes to core C++ systems (players, spells, conditions, LFG, reputation, etc.)
  • Fix and refine encounter scripts and world content (Northrend quests, Naxxramas details, SmartAI behavior)
  • Adjust and validate database data (spell groups, stacking rules, loot, conditions)
  • Participate in the day-to-day maintenance of an active open source MMO project: code review, regression checks, and documentation updates

What I Worked On

  • Spell queue Implemented a server-side spell queue for players, using client reverse-engineering (IDA) to mirror blizzlike feel while staying careful about fast, back-to-back rotations.
  • Combat & systems fixes Improve edge cases in reputation, aura removal, conditions, and spell stacking to match retail behavior as closely as possible.
  • Dungeon Finder & rewards Refine how LFG bonuses and special rewards (like The Oculus cache) are granted, ensuring they only trigger under the correct matchmaking conditions.
  • Spells and auras Tune spell groups and stacking rules (e.g. Power Infusion + haste effects, Faerie Fire variants) using a mix of theorycraft sources and retail/Wrath references.
  • Scripts & world polish Fix softlocks and missing behaviors in Northrend questlines and raid encounters (e.g. Valhalas events, Naxxramas details such as Thaddius intros and ambience).

What I Learned

Working on AzerothCore has been a crash course in maintaining a serious C++ project in production:

  • Deep C++ in a legacy codebase Navigating large inheritance hierarchies (Unit, Player, spells, auras) and making changes that don’t break other subsystems.
  • CMake, builds, and CI Keeping cross-platform builds healthy, understanding how the CMake configuration, modules, and CI matrix interact.
  • Debugging at scale Using logs, assertions, and in-game reproduction to track down subtle bugs that only appear under specific combat or LFG scenarios.
  • Data + code together Treating SQL, SmartAI, and spell groups as first-class citizens and reasoning about how they interact with C++ logic.
  • Community-driven development Working within review, testing, and wiki processes so that changes are understandable, testable, and maintainable for other contributors.

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