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<main id="andrii-aleksieiev">
<h1 class="title">Andrii Aleksieiev</h1>
<p class="subtitle" id="software-developer">Software Developer</p>
<p class="subtitle" id="software-engineer">Software Engineer</p>

<p class="mid"><a class="reference external" href="tel:+491604345920">+49 160 4345920</a> | <a class="reference external" href="mailto:akari&#64;taisei-project.org">akari&#64;taisei-project.org</a> | GitHub: <a class="reference external" href="https://github.com/Akaricchi">&#64;Akaricchi</a> | Mörfelden-Walldorf, Germany</p>
<hr class="docutils" />
<p>Self-taught programmer from Ukraine with over 10 years of informal experience, particularly in game development and
modding, as well as in contributing to and maintaining various open source software projects.</p>
<p>Self-taught software engineer, over 10 years of experience leading and contributing to open source projects in game development and the surrounding ecosystem.</p>
<section id="skills">
<h2>Skills</h2>
<ul>
<li><p><strong>Spoken languages</strong>:</p>
<blockquote>
<ul class="simple">
<li><p>English (fluent)</p></li>
<li><p>German (B1, learning)</p></li>
<li><p>Ukrainian (native)</p></li>
<li><p>Russian (native)</p></li>
</ul>
</blockquote>
</li>
<li><p><strong>Programming languages</strong>:</p>
<blockquote>
<ul class="simple">
Expand All @@ -616,39 +625,41 @@ <h2>Skills</h2>
</ul>
</blockquote>
</li>
<li><p><strong>Operating systems</strong>: Linux</p></li>
<li><p><strong>Graphics programming</strong>: OpenGL 3.3+, GLSL</p></li>
<li><p><strong>Build systems</strong>: Meson, CMake, GNU Make</p></li>
<li><p><strong>Operating systems</strong>: Linux; experienced with cross-compiling to Windows and macOS</p></li>
<li><p><strong>Graphics programming</strong>: OpenGL 3.3+, GLSL, minor Vulkan experience, SDL3-GPU</p></li>
<li><p><strong>Build systems</strong>: Meson, CMake, GNU Make, Ninja</p></li>
<li><p><strong>Collaboration</strong>:</p>
<blockquote>
<ul class="simple">
<li><p>Proficient with <strong>git</strong>: hygienic commits; can work on multiple branches at a time; <span class="docutils literal">rebase</span> is my close friend.</p></li>
<li><p>Able to read, review, and integrate pull requests/patches from contributors.</p></li>
<li><p>Able to work with maintainers of other projects, submit and iterate on patches, discuss design decisions.</p></li>
<li><p>Can read, review, and integrate pull requests/patches from contributors.</p></li>
<li><p>Can work with maintainers of other projects, submit and iterate on patches, discuss design decisions.</p></li>
</ul>
</blockquote>
</li>
<li><p><strong>Debugging</strong>: RenderDoc, apitrace, gdb, prof, strace, etc.</p></li>
<li><p><strong>Debugging</strong>: RenderDoc, apitrace, gdb, lldb, prof, strace, etc.</p></li>
<li><p><strong>Documentation</strong>: Doxygen, docutils</p></li>
<li><p><strong>CI and deployment</strong>: Github Actions</p></li>
<li><p><strong>Other software</strong>: nginx, Blender, Krita, GIMP, SPIR-V tools</p></li>
<li><p><strong>Spoken languages</strong>: English (fluent), German (B1, learning), Ukrainian (native), Russian (native)</p></li>
</ul>
</section>
<section id="open-source-involvement">
<h2>Open Source involvement</h2>
<section id="taisei-project">
<h3 class="project-title"><a class="reference external" href="https://taisei-project.org/">Taisei Project</a></h3>
<div class="project-role docutils container">
<p>Contributor <em>(2011 - 2013)</em>; Lead Developer <em>(2017 - present)</em></p>
<p>Major contributor <em>(2011 - 2013)</em>; Lead Developer <em>(2017 - present)</em></p>
</div>
<div class="project-desc docutils container">
<p>A free and open source Japanese-style &quot;bullet hell&quot; (<a class="reference external" href="https://en.wikipedia.org/wiki/Danmaku">Danmaku</a>) top-down shooter; a fangame of the <a class="reference external" href="https://en.wikipedia.org/wiki/Touhou_Project">Touhou Project</a>
series. Original engine built with SDL, with a custom OpenGL 3.3 renderer. Written in C (GNU C11), with tooling
written in Python. Runs on any modern desktop OS and in the browser (via <a class="reference internal" href="#emscripten">Emscripten</a>).</p>
series.</p>
<p>Original engine built with <a class="reference internal" href="#sdl">SDL</a>, with a 2 custom renderers (OpenGL 3.3 and SDL_GPU). Written in C (GNU C11),
with tooling written in Python. Runs on any modern desktop OS and in the browser (via <a class="reference internal" href="#emscripten">Emscripten</a>).</p>
<ul class="simple">
<li><p>(Re-)wrote most of the engine, including but not limited to the renderer, audio, virtual filesystem, replay, live
<li><p>Wrote most of the engine, including but not limited to the renderer, audio, virtual filesystem, replay, live
reloading, and threaded asset loading subsystems.</p></li>
<li><p>Designed and implemented a system for asynchronous programming of game logic and stages in C based on stackful
coroutines, with a macro-powered DSL.</p></li>
<li><p>Designed and implemented a coroutine-based system for asynchronous programming of game logic and stages.</p></li>
<li><p>Designed and implemented a lot of the gameplay mechanics, stages, bullet patterns, and special effects.</p></li>
</ul>
</div>
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<ul class="simple">
<li><p>Designed and implemented the <a class="reference external" href="https://emscripten.org/docs/api_reference/fiber.h.html">Fibers</a> API and runtime, a low-level context-switching primitive similar to POSIX
ucontext, based on <a class="reference external" href="https://kripken.github.io/blog/wasm/2019/07/16/asyncify.html">Asyncify</a>.</p></li>
<li><p>Found and squished various random bugs in the runtime.</p></li>
<li><p>Found and fixed various bugs in the runtime.</p></li>
</ul>
</div>
</section>
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</ul>
</div>
</section>
<section id="sdl">
<h3 class="project-title"><a class="reference external" href="https://libsdl.org/">SDL</a></h3>
<div class="project-role docutils container">
<p>Contributor <em>(2021 - present; intermittent)</em></p>
</div>
<div class="project-desc docutils container">
<p>A widely used platfrom abstraction library for games and other multimedia applications.</p>
<ul class="simple">
<li><dl class="simple">
<dt>Participated in the development of SDL_GPU, the new GPU abstraction subsystem in SDL3:</dt>
<dd><ul>
<li><p>Wrote an SDL_Render driver using the new GPU API.</p></li>
<li><p>Found and fixed some API deficiencies prior to stabilization.</p></li>
<li><p>Found and fixed various implementation bugs.</p></li>
<li><p>Helped with testing and benchmarking as an early adopter of the API via <a class="reference internal" href="#taisei-project">Taisei Project</a>.</p></li>
<li><p>Helped with establishing the supported feature set.</p></li>
</ul>
</dd>
</dl>
</li>
<li><p>Contributed a performant hashtable implementation.</p></li>
<li><p>Submitted various bugfixes.</p></li>
</ul>
</div>
</section>
<section id="rocketminsta">
<h3 class="project-title"><a class="reference external" href="https://github.com/kasymovga/RocketMinsta">RocketMinsta</a></h3>
<div class="project-role docutils container">
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</div>
<div class="project-desc docutils container">
<p>An up to date HTML version of this resume is available at <a class="reference external" href="https://akaricchi.github.io/resume">https://akaricchi.github.io/resume</a></p>
<p>You have revision <a class="reference external" href="https://github.com/Akaricchi/resume/commit/07964b34c3e75f9f7dfbce14577dc59f1f3bce6a"><span class="docutils literal">07964b34</span></a>, built on <span>May 12 2024 22:43 UTC</span></p>
<p>You have revision <a class="reference external" href="https://github.com/Akaricchi/resume/commit/9ced61c2894a58578d1fab45840d19f195786be6"><span class="docutils literal">9ced61c2</span></a>, built on <span>Oct 29 2024 01:52 UTC</span></p>
<p>The source code is available at <a class="reference external" href="https://github.com/Akaricchi/resume">https://github.com/Akaricchi/resume</a></p>
</div>
</section>
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