A systems programmer interested in performance, math and
domain-specific knowledge. An open-source contributor passionate about knowledge sharing. I live in Emacs and love the command-line.
Languages:C++ (20)C Rust Python
Objective-C JavaScript Lua SQL GLSL Libraries & Tools:OpenGL 3.3+WebGL Direct3D
Direct2D Boost Qt
GTK+ Cocoa CMakeGCC Clang MSVC Valgrind
GDB PostgreSQL — GIMP Blender glTF OS: Linux macOS Windows
Technical leadership of Edge on macOS charter earning 50 million
monthly active users within 4 months of launch; delivered delighters
including the tab dial and media controller experience for MacBook Pro
Touch Bar.
PDF Engine
Designed and implemented Annotations, Print, Transparency
(compositing and blending) and Shading Patterns in engine by Edge
browser and MS Reader app.
Hit a smooth 60 fps with hardware rendering of effects.
Edge - Build Systems
Own Azure pipelines building Edge codebase with its 200+
dependencies on multiple platforms. Hit the fastest
time-to-market for Apple Silicon Edge builds; beat Chromium by 2 months.
WGLES
Conceptualized and implemented the texturing subsystem on a roadmap project implementing the OpenGL ES specification using Direct3D.
Helped clients integrate Havok Physics, AI and Animation libraries
into their game. Provided solutions to game play issues with
high turn-around.
Account Manager: Call of Duty: Modern Warfare 2019 (Infinity Ward), Assassin's Creed Odyssey (Ubisoft Quebec)
Authored a 2D game engine and associated tools for WindowsMobile
devices. Animation and blending were hand-coded. It
sported effects like on-the-fly grey scaling and parallax scrolling
on mobile devices. EA Mobile ported multiple J2ME (Java)
games to WindowsMobile (C++) using it e.g. Jewel Quest III and Sims 2 Castaway
An optimized field of view and line of sight system for visibility
queries in strategy games (live demo); minimizes intersection tests to use in a game with multiple AI agents needing FoV every frame. My design with illustrations and the geometry involved is documented in excruciating detail. Sneak out! is a game, playable in your browser, written using this in a weekend game jam.
Multiple mid-sized projects to understand fundamental 3D math and graphics concepts from ground up using no high-level libraries. Right from primitives to collision detection to spatial data structures to frustum culling everything was implemented manually from scratch. Highlights:
Skeletal animation of glTF model.
Free-look (6 DoF) camera using matrices, quaternions (independently) and no gluLookAt.
A GameDev.net featured interactive tutorial on geometric transformations for programmers favouring intuition over mathematical rigour; concepts explained are illustrated with animation. Viewable on a browser.