About the service
I write production code in Odin—a data-oriented systems language for those who care how memory actually moves. Most of my work is close to the hardware: real-time game loops, custom renderers, and math-heavy subsystems where every cache miss has a cost. If you have a prototype in another language that sags under load, I'll rewrite the hot path in Odin and give you predictable frame time without a garbage collector getting in your way. Usually I deliver a compiled module with a clean public interface, a small example that exercises it, and notes on the memory model so your team can safely develop the code further. For graphics I work directly with Vulkan: swapchain setup, pipeline creation, descriptor management, command buffer recording, and that boring but critical synchronization that validation layers stay quiet about. I actively rely on Odin's context system and custom allocators, so lifetimes are explicit, arenas reset in one line, and don't leak from frame to frame. Data-oriented design is not a buzzword for me: I lay out structures of arrays, keep hot data dense, and profile before optimizing. I've built ECS cores, asset pipelines, and small utilities, and can comfortably read disassembly when a bottleneck refuses to explain itself. Tell me about your target platform, frame budget, and data shape—I'll propose a concrete plan with milestones. I test on real input data, comment on tricky ownership rules, and deliver code your team can maintain after me.