C++ graphics engineer at Hyundai AutoEver. After hours I build a game engine — and every library under it — from scratch, and measure what I build.
Portfolio → winteradio.github.io · tot4766@gmail.com · LinkedIn · Blog
- 1M instances, 5.4 → 22 FPS — a month of profiling (#25): TRS moved to a GPU compute pass, a 2M-per-frame hash insert cut by a dirty guard.
- The whole stack, not just the renderer — a 4-thread engine (World · Render · RHI · Asset) on six in-house libraries: ECS, GC, reflection, STL-free containers, logging, build rules.
- RHI for explicit APIs — OpenGL 4.6 backend running; Vulkan backend with TLSF sub-allocated device memory, staging uploads and barriers in progress.
- Finds bugs, then fixes them — a full code review filed 26 bugs across five repos; 25 were fixed within six days. 424 commits, 146 PRs.
- At work — MVT map renderer architecture, style-batched VBOs (90%+ fewer draw calls), KTX/ASTC pipeline (70–80% faster loading), GPU skinning.
| Repository | What it is |
|---|---|
| Game-Engine | Multithreaded C++17 engine · deferred rendering · directional shadows · GL 4.6 / Vulkan RHI |
| ECS-with-Scene-and-Node | Entity · Component · Node, system order from a dependency graph (Kahn) |
| MemoryPool | Mark-and-sweep GC with a time-budgeted purge |
| Reflection | GENERATE / PROPERTY / METHOD reflection with macros and templates only |
| Container | STL-free containers — Robin Hood HashMap (1.72× faster inserts), TLSF allocator |
| Log · CMake | Stream-style logger · shared build rules for every repo |



