MODERN C++ ENGINEER • VULKAN PROGRAMMER
I build high‑performance rendering systems, modern CMake workflows, and Vulkan‑based graphics projects with a focus on clarity, correctness, and clean engine architecture.
Apr 2026 — Present
Jul 2022 — Apr 2026
2018 — 2022
A fully GPU‑driven particle simulation using Vulkan compute shaders, indirect draw calls, and SSBO‑based data pipelines. Designed for real‑time performance with millions of particles.
Simulation
Compute Shader
Rendering
Indirect Draw
Showcasing
Physics on the compute shader
Performance
Real‑Time
LANGUAGES
GRAPHICS & RENDERING
TOOLS & TECH
CURRENTLY EXPLORING...