Bio#
“Ordinary solutions to strange problems”
I write software for X-ray analysis and computed tomography. My tools are C++, CUDA and C#, and most of the work is making it faster.
Before that I worked on scientific computing, games and embedded systems. I like the place where abstract code meets concrete hardware: a 3D engine on a console, or a CUDA kernel that speeds up a CT scan.
I also teach computer architecture and operating systems. Teaching makes me check that I understand how things work.
What I do#
- Performance engineering: profiling-driven GPU and CPU work in C++20 and CUDA: asynchronous streaming, out-of-core data, memory models, SIMD. I measure before and after, and I keep the results bit-exact. Example.
- Scientific software and visualization: CT reconstruction, image quality metrics, live pipeline viewers, WPF and Direct3D charting.
- Systems and hardware: from x64 down to PIC24, AVR, ESP32 and ARM: firmware, Modbus, SNMP, LabVIEW bridges, frame grabbers, Raspberry Pi kiosks.
- Computer vision and interactive installations: pose detection with YOLO and ONNX Runtime, projector-camera calibration, climbing walls that react to people.
- AI and automation: multi-agent LLM pipelines, tool-using agents, evaluation and tracing, and an AI-assisted engineering workflow with Claude Code.
- Web and games: game engines and console ports, browser games and simulators, Hugo sites.
- Languages: C++, CUDA, C#, Python, TypeScript, Go, Rust, Lua, and whatever assembly dialect is required.
- Teaching: computer architecture, operating systems, C++ concurrency and real-time Linux.
Where I work#
- Rigaku: X-ray diffraction and CT software in C++, CUDA and C#.
- Side Effect: my own company for “strange problems”: hardware and software bridging, and consulting.
- WSB-NLU: lecturer in computer organization and operating systems.
- Earlier: game engines at Tate Interactive, 3D architecture classes at EGA, and refactoring distributed systems for ISPs.
Recent work#
A year of GPU performance engineering on CT reconstruction, in relative numbers: Faster CT reconstruction. Everything else I build is in the Lab.
Game development#
I made console and PC games at X-Ray Interactive and Tate Interactive in Kraków, the studio behind the Kao the Kangaroo series. I co-owned it. With Jakub Kojder and Jan Matląg I built the studio’s engine, Elephant, and its tools. The studio shipped ten games on PC, PlayStation 2, PSP, GameCube, Xbox, Xbox 360, Wii and Dreamcast: the games, publishers and people.
Connect#
the President#
Under the President, the city rotted from the inside while pretending to thrive. On the surface, everything looked fine. People talked about prosperity. They threw parties. But something was wrong. The dolphins were the first sign. Their swimming mocked us. They knew what we didn’t. The city streets stayed loud with celebration, but the noise rang hollow, like a cracked bell. People believed in him. They had to. He was a leader you couldn’t question, and most of them didn’t want to. They thought he was untouchable, which meant they were too. But he wasn’t keeping anyone safe. He was leading them somewhere else entirely - into a maze of small defeats and quiet horrors that never reached the public. The city didn’t grow under his rule. It withered - slowly, then all at once, like something choked by a hand no one could see.