I like graphics, engines, and low-level stuff. I never fail to begin overambitious projects and learn a thing or two along the way.
- Graphics @ OZWE — Shaders and procedural tools
mseq(Rust) — Real-time MIDI sequencer for embedded and desktop- CUDA City Sim — Full GPU-driven simulation with 1M+ entities
- Engine prototypes (C++) — Event system, graphics experiments
- Aion’s Curse (MonoGame) — 3D game with deferred shading and physics
- Real-time Deformable Mesh Sim (OpenGL/C++) — Compute-shader-based constraint solver in a custom engine
- AMD GI-1.0 — Worked on SDF cone tracing for global illumination
- Procedural Solar System (OpenGL) — Planet generation, atmospheric scattering, orbital mechanics
Rust - C++ - WGPU - Vulkan - DirectX - OpenGL - CUDA - RenderDoc
