I'm Lucas, I am an avid Rustlang fan and graphics developer, reverse engineer, game engine connoisseur
- π Programming language experience
- π¦ Rust (mastery)
- πͺ C# (advanced)
- β¨ HLSL/GLSL (advanced)
- β C++ (advanced)
- π Python (advanced)
- β β Java/Kotlin(advanced)
- π΅ β Go (intermediate)
- π β Javascript/Typescript (intermediate)
- π½ aarch64/x86 assembly (intermediate)
- β‘ Zig (beginner)
- π Interests
- Low level development (assembly, emulators, code generation)
- Computer graphics development (Vulkan, WebGPU)
- Game development (mainly in-house engines)
- Virtual reality (Oculus Quest 2)
- Handheld (Steam Deck)
- Music (metal, guitar, pipe organ, exotic instruments (eg. cristal baschet))
- ποΈ Active projects
- βΈοΈ Paused projects
- π§ͺ Experimental projects
- β JVM runtime written in Rust
- π¨ Contact
- Discord: cohae
- E-mail: [email protected]
β οΈ Send your mails to this email if you want me to read them!
In light of my obsession with bytecode formats, here's a list of formats i've reversed/implemented
- TFX Expression Bytecode: Reversed + implemented
- The expression bytecode that powers the rendering pipeline of the Tiger engine, used in Destiny 1 + 2
- Unnamed Tiger Engine Bytecode: Currently reversing
- Similar to TFX expressions, but for other, currently unknown purposes
- JVM Bytecode: Implemented (HSJVM)
- Gamemaker VM Bytecode: Implemented (Valkyrie)