Game Engine R&D Engineer · 游戏引擎研发工程师
Rendering · Lighting · Console Platforms · AI Engineering
渲染 · 光照 · 主机平台 · AI 工程化
Tackling complex problems with rigorous engineering — careful, curious, and a little stubborn.
用严谨的工程方法处理复杂问题——认真、好奇,以及一点点执着。
Game engine engineer with several years in the industry. Day-to-day work centers on real-time rendering and engine-level systems. Side interest in AI coding agents applied to large codebases.
游戏引擎方向从业多年。日常围绕实时渲染与引擎层系统展开。副线关注 AI Agent 在大型代码库中的应用。
Real-time rendering and lighting as the core focus, with adjacent interest in cross-platform graphics engineering and AI tooling applied to engine codebases.
主要方向为实时渲染与光照;周边关注跨平台图形工程,以及 AI 工具在引擎代码库中的工程化实践。
Exploring AI coding agents in large engine codebases.
探索 AI Agent 在大型引擎代码库中的工程化使用。
- Merged PRs to open-source AI agent projects · 向开源 AI Agent 项目贡献合并 PR
- Personal local MLX inference stack on Apple Silicon · 个人 Apple Silicon 本地 MLX 推理栈
- GPU-Skinning-Demo — GPU Skinning × GPU Instancing demo for Unity. ⭐ 137
- Realtime-point-light-shadows-in-unity-URP — Real-time point light shadows for Unity URP. ⭐ 51
- Light-Probe-Demo — Notes on light probe placement and runtime sampling. ⭐ 16
- unity-texture-debugger — Runtime GBuffer / AO texture debugger. ⭐ 14
- SSAO-Demo — Screen Space Ambient Occlusion implementation. ⭐ 10
WakaTime · 编码统计
C# 8 hrs 52 mins ██████████████████████░░░ 88.85 %
HLSL 51 mins ██░░░░░░░░░░░░░░░░░░░░░░░ 08.59 %
ShaderLab 8 mins ░░░░░░░░░░░░░░░░░░░░░░░░░ 01.40 %
Csproj 3 mins ░░░░░░░░░░░░░░░░░░░░░░░░░ 00.52 %



