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EditorBatteries-included modal editor. Tree-sitter, git, and LSP are meant to be built in, not plugins.
My name is Bartłomiej Wójtowicz, currently the CTO at Selleo Labs, where we support our clients with business and product development, and their AI journey.
As an engineer I am always eager to grow and build new things. I’m also actively involved in the startup world, helping bring new ideas off the ground. While I occasionally play video games, I’m mostly interested in the magic behind — rendering, game design, AI, physics and math.
Together with my cousin, we run a small indie game development studio called Soft Kiwi Games, where we bring our passion for gaming to life.
assetc is rebuilt from scratch in Rust: a CLI and Bevy/egui editor that compiles textures, glTF models, materials, shaders, fonts and game data into runtime formats, plus a dependency-free SDK crate for the game side.
An unofficial pure Rust port of meshoptimizer v1.3 with bit-identical output, SIMD decoders and no C dependencies, plus gltfpack and clusterlod in the same repository.
Two follow-up releases of matma: 0.2.0 brings the curves module (Catmull-Rom splines, arc length, AnimationCurve), 0.3.0 adds MonotoneCurve, a Fritsch-Carlson cubic that never overshoots.
An unofficial Rust port of Khronos KTX-Software: libktx, the ktx CLI and the Basis Universal and ASTC encoders, byte identical to upstream and passing the full CLI conformance suite.
SIMD-first math for games and Vulkan with Slang/HLSL naming, std140/std430 derives and GPU packing helpers. A Rust port of my C++23 library vkm, with no third-party dependencies.
Batteries-included modal editor. Tree-sitter, git, and LSP are meant to be built in, not plugins.
Opinionated toolkit for 3D-based applications and games in Vulkan.
SIMD-first game math for Vulkan with Slang/HLSL naming. Rust port of vkm, no third-party dependencies.
Asset compiler and editor for games, rebuilt from scratch in Rust (was C++). Textures, glTF models with meshlets and LODs, materials, shaders, fonts and game data compiled to runtime formats and .pak files, loaded by a dependency-free SDK.
Rust port of Khronos KTX-Software (libktx and the ktx CLI) with Basis Universal and ASTC encoders, byte identical to upstream.
Immediate-mode debug-draw for C++23 and Vulkan, using dynamic rendering. Think Dear ImGui, but for 3D geometry: queue shapes each frame, upload, draw.
Database management tool. Focused on explicit, auditable schema migrations with built-in terminal browser.
Selected projects from my 3D learning journey in Blender.
Building from reference, practiced the Geometry Nodes for roof and shading based on Geometry node attributes.
First modeled car, night lighting, EEVEE renderer with bloom.
Modeled and textured plane. Learned UV unwrapping and simple keyframe animation. Texture was generated from UV map with generative AI.
Another model traced from the image with simple topology.
Since I play chess I've decieded to give it a try and model chess knight, learned tracing, few modifiers and some retopology techniques to preserve quad based mesh.
Modeling full scene with shading. Learned Blender basics - modeling, proportional editing, linked duplicates, shading, camera setup and rendering.
Did not model this, scene comes from the tutorial. I was playing with the shading and materials.