Just a dev doing dev things.
Hey, I'm Nick. I build things that live close to the hardware, compilers, game engines, renderers, and the kind of low-level tooling that most people are happy to never think about. I got here somewhat by accident. I started out wanting to make a game engine, dove headfirst into Vulkan and physics, and spent a lot of time stuck in the weeds figuring out how graphics and memory and synchronization actually work under the hood. Somewhere in that struggle I realized the under-the-hood part was the part I loved. So I kept going lower: from engines to a software renderer with no GPU at all, and eventually to writing my own compiled programming language with an LLVM backend — plus a companion language for GPU compute, because apparently I can't leave the GPU alone. These days that's my sweet spot: type systems, code generation, rendering pipelines, and squeezing performance out of Rust and C++. I write about most of it on my blog as I go, usually the messy middle parts other people skip. If any of that is your kind of thing, take a look around, and feel free to reach out.
I'm familiar with C++, C#, Python, and Lua. Currently leveling up in C and web development.