Domains
Modern C++
Cross-platform systems
Compatibility layers
Framework design
Tooling development
I design and implement 3D tools, C++ frameworks, platform abstraction layers, and compatibility systems that reproduce legacy API behavior without original dependencies. My work includes the Mesh Craft 3D scene editor and XNA-style, DirectDraw-style, and WinAPI-style layers over SDL3, OpenGL, and related technologies.
Modern C++ systems work focused on cross-platform frameworks, compatibility layers, and portable architecture validated through real applications.
I build native C++ frameworks, platform layers, and compatibility systems. My work includes XNA-style, DirectDraw-style, and WinAPI-style API layers implemented over SDL3/OpenGL to run legacy applications without original dependencies.
My flagship project is CNA, a C++ implementation of an XNA-style programming model used to port a real C# / XNA application to native C++ across Windows, Linux, WebAssembly, and Android; it is also my largest codebase. On top of CNA I build Mesh Craft, a C++23 3D scene editor for the MC3 format. I also build Free Direct + Free API, SDL3-backed compatibility layers for legacy DirectX 3 / WinAPI applications — with playable WebAssembly demos at speedyblupi.com.
I am looking for C++ roles focused on systems programming, cross-platform software, framework engineering, tooling, platform abstraction, or compatibility-layer development.
Selected books from my long-term C++ and software architecture study.
Modern C++ first, with cross-platform architecture, compatibility engineering, systems thinking, and framework design made visible through real code.
Modern C++
Cross-platform systems
Compatibility layers
Framework design
Tooling development
C++20/23
API design
Ownership & lifecycle
Modular architecture
Maintainable
code
Concurrency fundamentals
Rendering infrastructure
Backend platforms
Cross-platform
native development
Performance awareness
CMake
Git
Linux
GCC / Clang
Bash
SQLite
Schema design
Migrations
REST APIs
Practical persistence
Readable APIs
Explicit design
Architecture-first thinking
Testing mindset
Long-term
maintainability
Public projects showing compatibility layers, cross-platform frameworks, and C++ systems design validated on real applications. Live WebAssembly builds and videos are listed as technical verification links inside relevant project cards.
Cross-platform C++ framework implementing an XNA-style API
Microsoft::Xna::Framework.3D scene editor and modeling application for the MC3 format
.mc3.xml format: human-readable XML-based editable source compiled to glTF/GLB or binary MCB via included CLI tools (mc3togltf, mc3tomcb).Status: Actively developed — full XML load/save roundtrip, all primitives, CSG booleans, extrude, keyframe animation, and glTF/GLB export working.
C++ ports of the Microsoft XNA Game Studio 4.0 sample collection running on CNA
Status: Migration in progress · Web demos coming soon.
C++ reimplementation of a broad C#/.NET runtime subset — System::* API in native C++
System::* namespaces in idiomatic, modern C++ — familiar API design for C# developers.DirectX 3 / DirectDraw compatibility layer implemented in modern C++
WinAPI-style compatibility layer implemented in C++
Reverse-engineered reconstruction of Speedy Eggbert 2, made portable via SDL3
Status: Work in progress — partially playable.
C++ port of Speedy Blupi (2013 Windows Phone XNA game) running on CNA
3D remake of Speedy Blupi built on the CNA engine stack
Toolkit-independent C++20 OpenGL/OpenGL ES wrapper used by CNA as graphics backend
Low-level, type-safe C++23 OpenGL ES 2.0+ function loader and wrapper
GetProcAddress callback — no windowing, no context creation.enum class wrappers for all OpenGL constants (buffer targets, shader types, texture formats, etc.).metagl namespace; foundation layer consumed by easy-gl and the broader CNA rendering stack.Legacy C#/MonoGame preservation archive of Mobile Eggbert (Speedy Blupi)
Desktop knowledge dictionary for structured learning and technical notes
LOC measured with cloc (August 2026): C++ sources and headers (.cpp/.hpp/.h), src/ and include/ directories only, excluding tests, vendored, and third-party code.