MainFrameHub
PrivateA modular community platform for tactical gaming groups: web app, Expo mobile app, Hono API and a Discord bot in one Bun monorepo. Plugins per game, a map planner, events, quizzes, a members' intranet and finance tooling.
I'm Nico Hinken. Most of my days are Bun, Next.js and Hono. Next to that I write .NET tools and apps, and I dig into game-server internals in Rust and Java.
Personal projects, including private work that doesn't show up in the live feed below.
A modular community platform for tactical gaming groups: web app, Expo mobile app, Hono API and a Discord bot in one Bun monorepo. Plugins per game, a map planner, events, quizzes, a members' intranet and finance tooling.
The React component library behind all my apps: 200+ components on Base UI and Tailwind v4 with OKLCh tokens and light/dark themes. Now at v2.48, published to GitHub Packages.
A unit converter that takes input the way you'd ask (100 km/h in m/s) and checks every conversion by physical dimension. Dependency-free core, a CLI shipped as a single binary, and a web UI.
A Minecraft Java Edition 26.3 server written from scratch in Rust: no vanilla classes, no JVM. Handshake, server list and login work; configuration and play state are next.
A server-side Fabric mod for Minecraft 26.3 that ticks Overworld, Nether and End in parallel on worker threads, with cross-dimension work deferred safely to the server thread.
A large language model series built from scratch (Spin · Ferrite · Dynamo): custom tokenizers, training pipeline and chat, from a CPU-friendly ~7M model up to larger GPU models.
Where I started: small, dependable command-line tools in C#, open source and cross-platform.
I'm a software engineer at LIST AG, based in Germany. I started out with small .NET / C# command-line tools and today work mostly full-stack in TypeScript on Bun: Next.js frontends, Hono APIs, a shared design system and the tooling that keeps it all consistent.
On the side I like going one level deeper, whether that's training a language model from scratch or reimplementing a game server in Rust. I like software that's lightweight, well tested, and does exactly what it promises.
The languages, frameworks and tools I work with.
Pulled live from the GitHub API.