Hey Random Person From The Internet!
I don't like huge introductions so let's keep it simple :) I'm Software Engineer working in the game industry. Currently I work as an Engine Programmer and architect (so called Technical Director) at CD Projekt RED (we recently released The Witcher: Wild Hunt). Honestly, the biggest reason for this blog is to vent some of my research ideas at you (and hopefully getting some feedback) as I want to save my colleagues and friends at least some of my constant mumbling about this and that ;) And if any of you find any bit of my work interesting it would be even more awesome.
My interests span multiple directions but mostly are concentrated in two areas: low level (performance critical code, custom compilers, assembly and lower, up to hardware and some cases) and architecture level (engine organization and structure, tools and pipelines). Besides the general wide engine interests I also sometimes venture into the areas of rendering but mostly I always stay in the vicinity of the rendering backend (scene graph, culling, data structures, material system organization, etc) rarely shaders (for that, I suppose, you may find many good blogs out there).
So, without further ado - Welcome.
I don't like huge introductions so let's keep it simple :) I'm Software Engineer working in the game industry. Currently I work as an Engine Programmer and architect (so called Technical Director) at CD Projekt RED (we recently released The Witcher: Wild Hunt). Honestly, the biggest reason for this blog is to vent some of my research ideas at you (and hopefully getting some feedback) as I want to save my colleagues and friends at least some of my constant mumbling about this and that ;) And if any of you find any bit of my work interesting it would be even more awesome.
My interests span multiple directions but mostly are concentrated in two areas: low level (performance critical code, custom compilers, assembly and lower, up to hardware and some cases) and architecture level (engine organization and structure, tools and pipelines). Besides the general wide engine interests I also sometimes venture into the areas of rendering but mostly I always stay in the vicinity of the rendering backend (scene graph, culling, data structures, material system organization, etc) rarely shaders (for that, I suppose, you may find many good blogs out there).
So, without further ado - Welcome.
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