📄 Latest write-up: Optimized Wireframe Rendering
I'm a C++ graphics programmer from İstanbul, Turkey, currently building my own renderer Kakadu to study real-time rendering.
I've been diving deep into real-time rendering these last few years.
I’ve spent the last decade writing C++ for both game/graphics programming and commercial industrial applications in the space frame systems industry, working on proprietary software for structural analysis and design, as well as CNC post-processing and other tooling.
- 🦜 Kakadu Engine: A study renderer & sandbox built in C++20.
- 🏗️ UKAP: Proprietary structural design + analysis software
Integrating OpenCascade kernel for 3D viz. and also developing the supplementing suite of tools necessary for the client's workflow such as CNC postprocessor and sphere editors etc. - ✍️
WritingJust finished a multi-part blog series on optimized wireframe rendering!
(Geometry, clipping, optimization and floating point precision pitfalls)
I’m aiming to join a graphics/rendering team at a AAA or technically ambitious studio to work directly on engine-level rendering systems.
Check out my posts on computer graphics and rendering R&D: 🔗 fauder.github.io
- Aerospace Engineering → Computer Science dropout turned engine dev.
- Co-founded a mobile game studio; built 60+ game prototypes.
- Currently trying to toughen-up my little fingers to get those wpms!