A practical approach to software UI rendering using drawing recipes, row spans, and caching.
Started in low-level systems — GPU renderers, custom UIs, memory-efficient data structures in Odin. Gradually moved into frontend and now work across the full stack. This is where I collect the things I've built.
About meProjects
Blogs
Macro Rendering: Doing Less Work AI-assisted
Micro Vector Graphics for Software UI AI-assisted
How a software-rendered UI project moved from SDFs and SVGs to a small custom asset format.
Reducing Trie Memory Usage
Compressing a 7MB spell-checking trie down to 338KB with alphabet bitfields.
Rendering Glyphs from a Storage Buffer
Storing glyph bitmaps in a GPU storage buffer and reconstructing them in the fragment shader.
Open source
A few repositories I’m especially happy to share.