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kads1024/README.md
header
profile views location open to work

๐Ÿ‘‹ About Me

I'm a software engineer who builds real-time, performance-sensitive systems. Games are where I started to sharpened that skill set (tight frame budgets, cache-friendly data layouts, and manual memory management leave very little room to be sloppy), but the engineering underneath travels well beyond them.

I work primarily in C++ and C#, across Unity, Unreal Engine, and hand-rolled codebases. I care about clean architecture, readable code that survives contact with a team, and profiling before optimizing.

struct Engineer {
    std::string name     = "Kenneth";
    std::string role     = "Software Engineer";
    std::string location = "Philippines";

    std::vector<std::string> core      = { "C++", "C#", ".NET" };
    std::vector<std::string> engines   = { "Unity", "Unreal Engine" };
    std::vector<std::string> interests = { "Systems Design", "Graphics", "Tooling", "Optimization" };

    bool open_to_work() const noexcept { return true; }
};

๐Ÿš€ Currently

  • ๐Ÿ”ญ Building ย โ†’ย  an unannounced title under NDA: real-time multiplayer systems work
  • ๐ŸŒฑ Learning ย โ†’ย  graphics programming, multithreaded systems, engine internals, and advanced gameplay networking
  • ๐ŸŽฏ Looking for ย โ†’ย  gameplay, engine, tools, or software engineering roles (remote-friendly)
  • ๐Ÿ’ฌ Ask me about ย โ†’ย  ECS, gameplay architecture, editor tooling, or shipping under a frame budget

๐ŸŽฎ Selected Work

Raytracer render: four spheres with reflection and refraction over a checkerboard plane

Problem: Understand raytracing well enough to derive it, not just make it compile.
Built: ~350-line CPU raytracer in C++20, no third-party libraries, on a templated N-dimensional vector library built with concepts.
Result: Diffuse and specular shading, hard shadows, recursive reflection and refraction at 1024ร—768.
Notable: Refraction derived from vector decomposition rather than copied, so total internal reflection emerges from the math instead of being special-cased.

C++

Code ยท Devlog

Raymarcher render: a procedural explosion of fire and smoke generated from a single signed distance function

Problem: Account for every line of 180 lines of someone else's terse C++ (the skill tutorials never teach).
Built: Sphere-traced SDF renderer reconstructed line by line from ssloy's tinykaboom, on the same templated vector library as the raytracer, with every formula left unevaluated and every constant justified.
Result: A procedural explosion at 640ร—480 with no meshes, no triangles, no acceleration structure. The entire scene is one 11-line distance function shaded from fBm value noise.
Notable: My vector library refused to compile the original's "smooth step" line, it turned out to be a dot product in disguise. Measuring the fallout showed ~60% of the noise function's interpolation weights clamp out of range, which is exactly what produces its signature texture.

C++

Code ยท Devlog

Raycaster demo: a textured maze rendered in first person beside a top-down map, the camera turning a full circle while the ray fan sweeps across the map

Problem: Move from offline renders that take their time to something that has to hold a frame budget and answer to input.
Built: ~550-line real-time raycaster in C++ on SDL3. Ray-marched textured walls, billboard sprites, and a per-pixel depth buffer, with the top-down map drawn beside the first-person view so the ray fan is visible as it sweeps.
Result: Interactive movement through a textured maze at 1024ร—512, sprites correctly occluded by walls and by each other with no depth sorting anywhere in the pipeline.
Notable: Sprites kept vanishing behind walls they were standing in front of. The depth buffer was a reused 32-bit colour buffer, so every distance silently truncated to whole grid cells (a wall at 3.97 units tested as 3). Storing depth as float fixed it, and the bug only ever surfaced when a sprite shared a cell with the wall behind it.

C++ ย SDL3 ย Real-Time Rendering

Code ยท Devlog

๐ŸŽจ More Work

Playable builds, jam entries, and prototypes live on itch.io โ€” several are downloadable and take under a minute to try.

itch.io



Full case studies with breakdowns of the systems behind each project:

Portfolio

๐Ÿ› ๏ธ Tech Stack

Languages

C++ C# C Python JavaScript Shaders SQL

Engines & Frameworks

Unity Unreal Engine .NET OpenGL Vulkan SDL

Tools & Workflow

Git GitHub Actions Visual Studio Rider CMake Perforce Blender


๐Ÿง  Engineering Focus

Area What that means in practice
Systems Architecture Component/ECS design, decoupled subsystems, data-oriented layouts that scale past the prototype
Performance Profile first, then fix: allocation churn, cache misses, draw calls, GC pressure
Gameplay Networking Client prediction, server reconciliation, state replication, lag compensation
Tooling Custom editors and inspectors, build automation, pipelines that save the team hours
Low-Level C++ RAII, move semantics, smart pointers, templates โ€” and knowing when not to reach for them
Cross-Discipline Turning design intent into maintainable systems, shipping alongside artists and designers

๐Ÿ“Š GitHub Activity

GitHub stats Top languages
Snake animation eating my contributions

๐Ÿค Let's Connect

I'm open to conversations about gameplay, engine, tools, and backend roles โ€” and I answer every message.


Open to full-time, contract, and collaborative work โ€” in games and well beyond them.

Pinned Loading

  1. makena makena Public

    MaKENa Game Engine

    C++

  2. portfolio-wizard portfolio-wizard Public

    JavaScript

  3. tower-of-hanoi tower-of-hanoi Public

    C#

  4. unreal-tools unreal-tools Public

    C++

  5. project-portfolio project-portfolio Public

    My Portfolio as a Professional Game Developer

    JavaScript