David Rogers is a Senior Software Engineer with 14 years of experience specializing in graphics, mobile platforms, and cross‑platform engine ports, currently contributing to Unity. He has a strong track record shipping console and mobile titles—serving as build engineer on 100+ shipped games and engineering an FPS for Nintendo Wii with expertise in Lotcheck compliance and tight storage/performance constraints. David ported and maintains OGRE 3D on iOS and macOS, adding OpenGL ES and GL3+ support and contributing bug fixes that improved render systems and memory stability in the upstream engine. At Unity he has driven mobile, embedded, and multi‑OS platform support (iOS, tvOS, Android, Tizen, QNX, Embedded Linux), and previously ported Unity to niche devices like BlackBerry PlayBook and Nokia N9. He pairs low‑level skills in C/C++, assembly, and graphics APIs with pragmatic build and release engineering, and often debugs platform issues deep in pre‑release OS and vendor toolchains.
14 years of coding experience
17 years of employment as a software developer
Bachelor of Science Computer Science, Bachelor of Science Computer Science at Bethel University
scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Role in this project:
Backend Developer
Contributions:14 commits in 2 years 3 months
Contributions summary:David primarily contributed to fixing bugs and making improvements within the Ogre3D engine. These contributions focused on resolving memory leaks related to scene manager operations, specifically addressing issues with sky dome/plane handling. The user also fixed issues in the D3D9 and GL3+ render systems, showing a deep understanding of the engine's internal workings. Additionally, the user addressed code style inconsistencies and updated boost versions to enhance the project's stability and maintainability.
Mono open source ECMA CLI, C# and .NET implementation.
Contributions:84 commits, 20 PRs, 23 pushes in 8 years 2 months
unity-3ddotnetmonoecmacsharp
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