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My development journey started with hardcore Source Engine (Portal 2) modding, where I specialized in pushing the technical limits of an old engine. I managed to implement mechanics the community deemed impossible for 15 years: such as portal-aware ray tracing, an asynchronous event scheduler, PBR lighting integration, and even cheap volumetrics without using a depth buffer. My philosophy is rooted in pragmatism: creating robust tools in Rust and squeezing every last drop out of severely constrained environments, prioritizing a killer Developer Experience (DX) to the best of my ability.

Moving forward, my focus is on engineering high-performance systems and architectural nightmares. I love squeezing the absolute maximum out of the CPU, memory, and, with any luck, the payroll. :P

But don't just take my word for it. Let my projects speak for themselves:

Rust FFI / Interop Linux Internals Systems Architecture ASYNC High-performance Reverse Engineering
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