a software engineer based in the south of England. I enjoy developing optimised tools and learning about high performance computing and data-oriented design.
Proficient in C, modern C++, C#, Rust, and Python.
Take a look at my portfolio 👇
A real-time finite state machine library made for the Unity game engine. Heavily performance profiled and designed for scale, making it suitable for managing thousands of GameObjects while maintaining high performance.
A simple raytracer supporting simple geometry, materials, and lighting. Adapted from the Raytracing In One Weekend book series, originally in C++. Extended to include multi-threading for improved performance.
Adapted from the LAFF - On Programming for High Performance course presented by the University of Texas at Austin, originally in C. Achieves matrix multiplication performance comparable to full linear algebra packages.
A variety of hash table implementations using cache-aware design and SIMD operations. Profiled with Valgrind.
Undergraduate dissertation investigating how infrastructure radar data can be used to classify road traffic using machine learning. The investigation was a success, achieving a classification accuracy on par with existing research through novel means.
Tools for my undergraduate dissertation project. Contains a modular multi-threaded processing pipeline for converting high volumes of raw radar data into a variety of taret sample configurations for input to machine learning models.