Engine & Graphics Developer focused on rendering, GPU computing, simulations, and complex systems architecture.
I work across multiple domains including:
- game engine development
- graphics programming
- GPU computing
- backend systems
- simulation & procedural generation
- experimental architectures and computational models
- OpenGL
- Vulkan (WIP)
- OpenCL
- Compute Shaders
- Raymarching
- Path Tracing
- ECS architectures
- Scene systems
- Resource management
- Rendering pipelines
- Modular engine architecture
- Fluid simulations
- Relativistic gravity simulation
- Procedural planet generation
- GPU-accelerated computation
- Predictive Coding experiments
- Experimental neural architectures
- Complex system modeling
- Flask
- GraphQL (Strawberry)
- Kotlin / Java
- Quarkus / Spring Boot
- REST APIs
- PostgreSQL / MongoDB / Firebase
- Docker / Docker Compose
- Kubernetes / Helm
- Traefik / Keycloak
- Distributed & event-driven systems
- Streaming systems (MediaMTX)
- CI/CD & self-hosted infrastructure
Collection of projects focused on graphics, engine development, simulations, and experimental systems.
Includes:
- IgdrasilEngine β modular game engine
- Rendering and GPU experiments
- Simulation systems
- Experimental tools and prototypes
- Future games and applications built around the engine ecosystem
Main technologies:
- C#
- OpenGL / Vulkan
- OpenCL
- Compute Shaders
- Predictive Coding architectures and experimental learning systems
- GPU-accelerated simulations and procedural generation
- Relativistic gravity and fluid simulation experiments
- Experimental rendering techniques and computational models
- 30β50% rendering performance improvement after optimization
- Multiple GPU simulation and rendering experiments
I'm especially interested in:
- low-level rendering
- simulation stability
- scalable architectures
- GPU-driven systems
- procedural generation
- unconventional computational models



