I am a passionate software engineer deeply fascinated by the intersection of high-performance computing, hardware-adjacent systems, and scalable infrastructure. Whether I'm micro-optimizing memory layouts, rendering real-time scenes, or architecting robust backend services, I love building software that is fast, reliable, and elegant from the metal all the way up to the cloud.
| π Currently exploring | β‘ Core Philosophy | π¬ Ask me about |
|---|---|---|
| Advanced template metaprogramming, low-level graphics pipelines, and distributed backend architectures. | Clean code, zero-cost abstractions, and writing software that respects hardware limits. | C++, systems engineering, compiler design, or custom toolchains! |
I build software that lives as close to the metal as possible. My day-to-day involves:
- Memory layout optimization β Designing cache-friendly data structures, minimizing allocations, and eliminating false sharing in multi-threaded contexts. I profile cache miss rates and redesign layouts to maximize L1/L2 utilization.
- Concurrency & parallelism β Lock-free algorithms, thread pools, work-stealing schedulers, and NUMA-aware task distribution. I reason about memory ordering, atomics, and cache coherency protocols.
- Zero-cost abstractions β Heavy use of C++20/23 concepts,
constexprevaluation, and compile-time polymorphism to push as much work as possible to compile-time. If it doesn't optimize away, it doesn't ship. - Performance profiling β Intel VTune,
perf, Tracy, and custom instrumentation to find and eliminate bottlenecks at the instruction level. I read assembly to verify the compiler did what I asked. - Hardware integration β Writing kernel modules and userspace drivers, interfacing with DMA engines, and understanding microarchitectural behavior: branch prediction, prefetching, out-of-order execution, and SIMD utilization.
Real-time rendering is where math meets the GPU. Here's what that looks like in practice:
- Graphics API mastery β Vulkan is my primary API. I write render passes, manage descriptor sets, optimize command buffer submission, and handle synchronization with semaphores and fences. OpenGL for legacy and rapid prototyping.
- Shader development β GLSL/HLSL for vertex, fragment, compute, and ray-tracing pipelines. I write physically-based shading models (Cook-Torrance, GGX), custom lighting equations, and procedural texture generation.
- Pipeline architecture β Deferred rendering, clustered forward shading, bindless resource management, and multi-pass post-processing chains (bloom, SSAO, tone mapping, FXAA/TAA).
- GPU optimization β Reducing render state changes, batching draw calls, GPU-driven rendering with indirect draws, and profiling with RenderDoc & Nsight. I optimize for occupancy and memory bandwidth, not just ALU throughput.
- Cross-platform β Ensuring consistent behavior across Linux (Wayland/X11), Windows, and embedded targets. Handling swapchain recreation, surface formats, and platform-specific quirks.
On the other end of the stack, I design services that handle thousands of concurrent connections without breaking a sweat:
- High-throughput services β Building async I/O servers using
epoll/kqueue/io_uringin C++ and Python. Handling 100k+ concurrent connections with minimal memory overhead per connection. - Container orchestration β Docker for reproducible builds, multi-stage images for minimal attack surface, and efficient layer caching. CI/CD pipelines with GitHub Actions for automated testing and deployment.
- API design β RESTful and gRPC APIs with strict versioning, OpenAPI specs, comprehensive load testing (k6, Locust), and backward compatibility guarantees.
- Observability β Structured logging (JSON), distributed tracing with OpenTelemetry, and metrics dashboards (Prometheus/Grafana). I believe you can't optimize what you can't measure.
- Resilience patterns β Circuit breakers, rate limiting, backpressure handling, and graceful degradation under load. Services that fail gracefully, not catastrophically.
Beyond application code, I invest heavily in the developer experience:
- Custom toolchains β Clang/LLVM plugins for static analysis, source-to-source transformation tools, and custom compiler passes for domain-specific optimizations.
- Build systems β CMake power-user (modern target-based approach), Bazel migration expert for hermetic builds, and custom build graph optimizers to reduce incremental build times.
- Language experimentation β Designing small DSLs and toy compilers to explore type systems, IR generation (LLVM IR, SPIR-V), and optimization passes. Understanding how high-level code maps to machine code.
- Scripting & automation β Python and Bash for build orchestration, code generation, deployment pipelines, and infrastructure-as-code.
| βοΈ Systems Engineering | π¨ Graphics Programming | βοΈ Cloud Backend Architecture |
|---|---|---|
| Building robust, low-latency applications where every cycle and byte matters. Deep dives into memory management, concurrency models, and hardware-software integration. | Pushing pixels and harnessing the GPU. Writing shaders, managing rendering pipelines, and mastering Vulkan & OpenGL for real-time visuals. | Designing scalable, resilient, high-throughput backend services handling heavy concurrent workloads with minimal latency. |