Damir Bakhtiyarov
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Cross-Platform Products, End to End

One codebase shipping to web, Windows, Linux and Android.

A native core in C/C++ where speed, formats and devices matter, a React client for everything the user touches, and one build system that ships it all. You pay for one codebase instead of three contractors and the integration work between them.

C/C++ native core
React
Electron
Android via Capacitor
One build system
Architecture

Starting point

A free technical call, then an architecture diagram for a small fixed fee — yours to keep and build anywhere, with or without me.

Who it is for

You need this when

What is included, end to end

  1. Brief: goals, platforms, load, timeline, budget — in your language
  2. Architecture diagram: what sits in the native core, what sits in the client, where the boundaries are, how each platform is built
  3. Fixed-price quote and contract
  4. Prototype: one thin path through every layer, running on every target platform from day one
  5. Staged development with intermediate handover: native core, service layer, client, packaging
  6. Builds for web, Electron (Windows/Linux/macOS) and Android
  7. Testing, including verification on real devices
  8. Deployment on your infrastructure, domain migration
  9. Handover: sources, access, documentation, instructions for building a release from scratch
  10. Admin-panel training and optional ongoing support

What you get

Evidence

Work actually shipped. Client names and domain details are under NDA; the engineering is described without them.

A monorepo of 25 native C99 services plus one React client living simultaneously as web, an Electron desktop build and an Android build through Capacitor with ten native AAR modules.

The same C code ships three ways from one tree: a static binary, an Android .so over JNI, and a DLL with a plain C ABI. One build system, not three ports.

A tile server written in C99 with its own HTTP layer on raw sockets — no framework, no external dependencies — where 91.4% of the lines in the key files are still mine.

A geodetic core shared by the C services and the JavaScript client, where replacing an approximation with a seven-parameter transform removed a systematic ~100 m offset.

Performance treated as engineering, not an afterthought: 57,223 inverse geodetic transforms per tile replaced by a reprojection grid; a tile queue prioritised from the centre of the viewport; a hot position-update path cut from 3.1 writes to 1.1; 473,000 terrain files folded into a single database.

Packaging as its own discipline: keeping already-bundled dependencies and source maps out of the release cut the application archive from 582 MB to 11 MB and the unpacked Windows build from 1.1 GB to 465 MB; Windows cross-compilation runs on llvm-mingw without wine; and a 4.2 GB per-file archive ceiling that was silently breaking packaging is handled explicitly.

How it works commercially

Fixed price for the project, paid by stage. The quote is argued openly against the real alternative — three contractors plus the integration between them. You are not paying for an office, account managers or a sales department, and you are paying for one codebase rather than three.

Not included

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