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fertico4/README.md

Fernando Jesús Pérez

Physics, Graphics & Tools Programmer. I mostly live in Unreal Engine (C++), with a solid Unity background from earlier projects.

I like the parts of development most people usually skip past: memory layout, why a frame drops, how a shader actually maps to the render target. My favorite kind of bug is the one that only shows up because you understood the system.

I mostly work with Modern C++, engine architecture and real-time graphics (Unreal Engine, OpenGL), with a solid background across interactive systems.


What I've been working on

  • Real-time physics & simulation: SPH fluid simulation from scratch, moved from a CPU/ECS solver to a GPU compute pipeline once particle count made the CPU path the bottleneck. FluidSimulationECS
  • Unreal Engine (C++): Gameplay systems, event-driven architecture, and a custom 3D gravity/physics system for End of Life (PlayStation Talents Finalist).
  • Rendering & shaders: GLSL/HLSL, OpenGL pipelines, render textures, frustum culling and the usual GPU-vs-CPU tradeoffs that come with real-time particle work.
  • Tools & pipelines: Unity to Unreal migrations, editor tooling and the less glamorous work of making a team's workflow not fight them.

Technical Stack

  • Languages: C++, C#, GLSL/HLSL, Lua
  • Graphics & Simulation: OpenGL, Vulkan (Foundations), RHI/Compute Shaders, ECS/DOD
  • Engines & Tools: Unreal Engine (C++/Blueprints), Unity, RenderDoc, NVIDIA Nsight, CMake, Git

Elsewhere

Open to opportunities in physics, graphics, and tools programming. Reach out if something here overlaps with what you're building.

Pinned Loading

  1. FluidSimulationECS FluidSimulationECS Public

    Real-time 3D SPH Fluid Simulation engine built in C++20, OpenGL 4.3 (Compute Shaders) and EnTT (ECS)

    C++

  2. Cpp-Cv-Onnx-Pipeline Cpp-Cv-Onnx-Pipeline Public

    Cross-platform C++20 computer vision pipeline with OpenCV HighGUI and ONNX Runtime tensor preprocessing.

    Makefile

  3. PackagingLevelUtilsPlugin PackagingLevelUtilsPlugin Public

    Unreal Engine 5.6 C++ Editor plugin to sync Content Browser levels with DefaultGame.ini packaging settings.

    C++