christian luppi

ChristianLuppi.

Building low-level tools and libraries in C/C++ for game engines, GPU programming, and graphics. Based in Italy, focused on performance and open-source.

Systems programming with production-oriented C/C++ design

Engine tooling for testing, build pipelines, and data workflows

I build focused native libraries that solve concrete problems in game and systems development: deterministic testing, parser tooling, portable shader assets, and lean runtime foundations.

Engineering Approach

I prefer pragmatic architecture: small APIs, clear ownership, and deterministic behavior where possible. The goal is simple integration in real projects, not complexity for its own sake.

What I Focus On

  • Systems programming and low-level C/C++ development
  • Performance-focused architecture and optimization
  • Tooling and automation for developer workflows
  • Real-time graphics and engine-side problem solving

Core technical areas I use in day-to-day development across systems code, rendering pipelines, and performance tooling.

Languages
C C++ GLSL HLSL Python JavaScript TypeScript SQL HTML
Graphics Programming
OpenGL Vulkan DirectX SDL3 GPU bgfx Shader Development Real-time Rendering
Engine & Systems
Game Engine Dev Multithreaded Systems Low-level Architecture Memory-efficient Design
Performance Engineering
SIMD CPU & GPU Profiling Frame Time Optimization Data-oriented Design
Concurrency & Parallelism
Multithreaded Programming Task-based Systems Sync Primitives High-performance Runtimes
Tools & Toolchains
RenderDoc Tracy CMake Premake Clang GCC MSVC Visual Studio
Web & Backend
Full-stack Development Database Design Backend Architecture
AI-Assisted Development
Code Generation Automated Tooling Agent Workflows Developer Productivity

Highlighted repositories include short context on what each project solves, followed by a complete live list from GitHub.

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Best way to reach me is through GitHub or X. I am open to collaboration on tools, engine-side systems, and graphics focused projects.