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A complete computer science study plan to become a software engineer.
Learn how to design large-scale systems. Prep for the system design interview. Includes Anki flashcards.
An attempt to answer the age old interview question "What happens when you type google.com into your browser and press enter?"
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
A markdown version emoji cheat sheet
C++ examples for the Vulkan graphics API
Simulating shitty network connections so you can build better systems.
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.
A catalogue of Rust design patterns, anti-patterns and idioms
A Swift command line tool for generating your Xcode project
Gathering all info published, both by Apple and by others, about new framework SwiftUI.
The Forge Cross-Platform Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
One stop solution for all Vulkan samples
Open-source, vision-first browser agent
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
Golang package that generates clean, responsive HTML e-mails for sending transactional mail
Dagor Engine and Tools source code from Gaijin Games KFT
2D graphics rendering on the GPU in rust using path tessellation.
HTTP middleware for Go that facilitates some quick security wins.
SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.