Custom OpenGL Rendering Engine
A basic real-time 3D renderer built from scratch on OpenGL: buffer and render-state management, the draw-submission path, the transform and projection math behind the scene, and hand-written GLSL shaders.
I build renderers from scratch — and take apart other people's mods to fix them.
Software developer working across real-time graphics (OpenGL / GLSL) and the JVM: low-level rendering, Minecraft modding, and chasing bugs down to their root cause.
I like the parts of software most people would rather avoid.
I like working close to the metal. Years back I wrote a basic real-time 3D rendering engine on OpenGL from the ground up — buffers, render state, transform math, hand-written GLSL shaders. The source is long gone now, but that's where I got comfortable with graphics at the level that matters.
Most recently I shipped Minecraft modpacks at Feed The Beast, where the real job wasn't writing new features so much as reading other mods' source, working out why they broke, and patching them so hundreds of interdependent mods could run together.
Crash logs, driver quirks, and code I didn't write but have to understand anyway — that's the work I reach for.
A basic real-time 3D renderer built from scratch on OpenGL: buffer and render-state management, the draw-submission path, the transform and projection math behind the scene, and hand-written GLSL shaders.
Shipped with the FTB team: a Norse-mythology RPG modpack wiring together 350+ mods. My focus was compatibility and debugging — tracing crashes into other mods' source and patching them to keep the pack stable.