Benjamin Wasty is a Senior Software Engineer based in Berlin with 11 years of experience building backend and full-stack systems, currently contributing at Seerene while co-founding Malkut GmbH. He brings deep systems and graphics expertise, evidenced by substantial Rust open-source work—particularly on glTF 2.0 parsing and a Rust port of LearnOpenGL—as well as curation contributions to the Rust game development ecosystem. His career blends product engineering at startups and consultancy with part-time work on open-source graphics libraries, showing a pattern of shipping pragmatic, well-tested code and improving tooling for 3D workflows. Colleagues rely on him for refactors that make complex formats optional and robust, and for fixing subtle math and bounds issues in rendering pipelines. Trained with an M.Sc. in IT-Systems Engineering from the Hasso Plattner Institute, he combines academic rigor with hands-on system design. Outside of typical backend work, he has a notable interest in graphics and game-development infrastructure that informs his engineering decisions.
11 years of coding experience
8 years of employment as a software developer
Master of Science (M.Sc.), IT-Systems Engineering, Master of Science (M.Sc.), IT-Systems Engineering at Hasso Plattner Institute
Contributions:168 commits, 37 PRs, 159 pushes in 2 years 9 months
Contributions summary:Benjamin primarily contributed to the implementation of OpenGL tutorials in Rust. Their work included the creation of basic windowing, rendering setup, and the introduction of key concepts like shaders, textures, and transformations. The commits demonstrate the user's understanding of OpenGL graphics programming concepts, including the development of shaders, the use of vertex and fragment shaders, and the setup of vertex data. The contributions cover a broad range of introductory OpenGL topics within a Rust context, showcasing a focus on understanding the graphics pipeline.
Contributions:32 commits, 14 PRs, 2 pushes in 1 year 8 months
Contributions summary:Benjamin primarily contributed to the `gltf-rs/gltf` repository by modifying the core code for loading and parsing glTF 2.0 files. They made changes to make certain components optional, such as texture samplers and materials, and refactored existing code. They added example files to tests and worked on fixing matrix calculations and accessor bounds.
craterustpbrcolladaopengl
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Benjamin Wasty - Senior Softwarer Engineer at Malkut GmbH