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sromic1990/README.md

Graphics Engineer at Unity, working on GfxDevice backends across Metal, Vulkan, and DX12 — primarily backporting, bug fixes, and cross-platform rendering correctness.

After a decade of Unity and C# game development, I moved to the other side of the abstraction — into the engine's GPU backend layer, where shaders meet driver quirks and a mismatched blend state can ruin someone's Tuesday. I now spend most of my time reasoning about command buffers, pipeline state, and platform-specific GPU behavior across mobile and desktop.

Building

Dark Chocolate — A multi-backend hardware abstraction layer in C++, targeting Vulkan, DX12, and Metal behind a unified interface. The goal is a clean, minimal abstraction that maps closely to how modern GPUs actually work — no hidden magic, no legacy baggage.

Reach me

LinkedIn


C++ · Vulkan · DX12 · Metal · HLSL / GLSL · CMake

Pinned Loading

  1. Dark-Chocolate Dark-Chocolate Public

    Dark Chocolate is a real-time graphics engine that implements five GPU backends behind a single abstraction layer. The engine is built incrementally — each part introduces a new subsystem or backen…

    C++ 3

  2. Doculith Doculith Public

    A desktop GUI tool that converts .docx files to PDF and merges them into a single document. Built in modern C++20 with a focus on clean architecture, RAII, and testability.

    C++