I am a professional C++ (Embedded, Graphics) software engineer😱.
I love these things😀:
- Low level/General optimizations🚅;
- Designing architecture of anything🏗️;
- Multithreading🎌;
- Study something new🧠;
- Work with legacy, but the system was written well💾;
- Physics;
- Computer graphics (raster/rtx/neural) 🖥️.
- Neural networks (AI);
I worked with outdated libraries and legacy environments and worked with modern things too.
And I know these:
And these:
- wxWidgets/MFC/Qt;
- Boost/STL;
- C++11/14/17/20/23 standards;
- Graphics API = Vulkan;
- Graphics API = OpenGL ES (ANGLE);
- Graphics API = DirectX;
- CMake/Meson;
- Writing cross-platform code (Linux, Windows);
- A network (boost.asio/beast);
- GCC/Clang/MSVC;
- Profiling tools (NVIDIA NSight, RenderDoc etc);
- Scripting languages: Python, Lua;
And engineering:
- Neural networks;
- Numeric methods;
- Mechanics;
- Electrical engineering;
- A little of aerodynamics;
I develop my framework-engine kotek in order to finish some project. (Start date of development was ~2021)
Game engine logic that based on kotek framework. So it is a game engine but isolated from framework and can be developed in separated branch. It demonstrates my design architecture.
So the key features are:
- Isolated code of renderer-(s); (yes, most of GAPIs callings are in dll not in .exe)
- Modular design of "engine" part;
- ECS;
- Multithreaded renderer;
I contributed to RmlUI project (HTML/CSS C++ library that used in many projects, even in commercial Games) where I implemented two renderers from scratch:
- Vulkan renderer; (Pull request)
- DirectX 12 renderer; (Pull request);
I would like to work on some backends for 3D, Geometry processing, Neural rendering and other things that can be related to computer graphics including Web rendering (optimizations,composing rendering frame and etc)