## About Me
I have over 20 years of professional programming experience as a frontend and backend developer. Since 2024, I've been relentlessly studying game math, CPUs, GPUs, rendering, and game engines on weekends and evenings. In November 2025, I decided to go full-time into game development to work on my own engine and game.
## Main Game Project
A tabletop-inspired card-based CRPG with 2D vector graphics.
Beyond releasing this first game, the goal is to have a game engine capable of rendering Moho and Lottie animations in real time on the GPU.
## Engine
The game engine and vector renderer is written in Rust using winit, gilrs, wgpu, kira, kurbo, vello, and other utility crates.
Development started in September 2025 after a lot of research and experimentation, with inspiration from industry standards.
It's closed source for now, but the renderer is open source.
## Vello & Vector Graphics
Vello is a 2D graphics rendering engine written in Rust, with a focus on GPU compute.
It can draw large 2D scenes with interactive or near-interactive performance.
On a basic level, that means it provides tools to render shapes, images, gradients, text, etc, using a PostScript-inspired API, the same that powers SVG files and the browser \<canvas\> element.
## Why Not Bevy?
I used Bevy for a year and a half, I wrote around 100 plugins, some of them quite complex.
By summer 2025, Bevy kept getting in the way; Bugs only appeared every other compilation cycle and debugging became a huge pain.
After many hours trying to untangle the mess, I decided to move on and build something less complex and straightforward.
## Why Not Other Engines?
I spent over 40 hours each in Godot, Unity, and Game Maker Studio 2 trying to prototype my game, but none of them really clicked with me, especially the traditional content pipelines.