Bao Tran is a software engineer with nine years of experience specializing in 3D geospatial systems and backend caching for high-performance applications. He contributed significant rendering and terrain/imagery improvements to CesiumJS, worked on Unreal Engine integrations for disk-based asset caching, and helped design cache storage interfaces and SQL utilities for cesium-native. Based in Philadelphia, he combines hands-on full-stack development with a deep focus on performance, stability, and maintainability in open-source projects used for world-class 3D globes and maps. A Drexel-educated developer with internship experience at Bentley and Drexel, he has a track record of turning low-level graphics and storage challenges into robust, test-backed solutions.
8 years of coding experience
3 years of employment as a software developer
Bachelor of Science (B.S.), Computer Science, 3.8, Bachelor of Science (B.S.), Computer Science, 3.8 at Drexel University
Computer Science, Computer Science at Rowan College at Gloucester County
Contributions:148 reviews, 827 commits, 73 PRs in 1 year 9 months
Contributions summary:Bao is contributing to the development of a cache storage interface and other internal tools. The user's work focuses on adjusting and improving the interface of the cache storage to handle multiple values for a given key and improving database usage with SQL related improvements. The user is creating string SQL commands and other utility to interact with the database. The user is also responsible for making sure that the cache data base is clean by prunning the cache or clear the cache by time.
Bringing the 3D geospatial ecosystem to Unreal Engine
Role in this project:
Back-end Developer
Contributions:3 releases, 16 reviews, 171 commits in 1 year 7 months
Contributions summary:Bao implemented a new asset response and initial disk-cache features for the Unreal Engine project. These changes involved modifying the Unreal Asset Accessor to handle HTTP requests and responses, including parsing headers for cache control. Furthermore, the user worked on integrating disk-based caching into the 3D tileset functionality, which improves the performance of the application by storing retrieved data.
unreal-enginegeospatial3dtilesunrealbringing
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