I'm a software engineer who spends most of his thinking time on real-time rendering โ how images get built, frame by frame, under a budget that never negotiates.
This blog is a retrospective. Through 2026 I'm revisiting the ideas that shaped how I work: the first renderer I built as a student, the moment shaders stopped being formulas I copied and became geometry I could see, why shadows and materials are really data and budget problems, and the profiling habits that replaced guessing.
Everything here is demonstrated in personal projects and small experiments โ including the custom engine and autobattler game I'm currently building in my own time. Where numbers appear, they come from those experiments; where a number is only an illustration, the text says so.
The last essay in the series is a study plan, not a victory lap: CUDA, GPU kernels, and attention mechanisms are what I'm learning next, in that order, and this site is where the notes will land.