Banská Bystrica, Region of Banská Bystrica, Slovakia
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Summary
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Rockstar
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Top School
Dominik Madarász is a systems architect and founder with 11 years of experience focused on game engines, graphics programming, and low-level systems. He co-founded v4.games to champion small, focused game development and builds lean tools that avoid the bloat of generic engines. At GlobalLogic he works as a full-stack software engineer on distributed systems for international clients, blending pragmatic engineering with production-grade reliability. An active open-source contributor, Dominik has improved editor workflows in the LumixEngine, refined transportation mechanics in Daggerfall Unity, and hardened networking code in librg—demonstrating both UI/editor and low-level networking expertise. Based in Banská Bystrica, Slovakia, he’s known for pushing the boundaries of simplicity: delivering compact, purposeful systems that scale beyond their apparent minimalism.
10 years of coding experience
Information Technology, Information Technology at Gymnázium Ľudovíta Štúra, Zvolen
Contributions:8 releases, 155 commits, 4 PRs in 5 years 3 months
Contributions summary:Dominik's commits focus on improvements and fixes for the `librg` library, a networking library for game development. They made various C++ and MSVC related fixes, along with improvements and changes to the core header file. The user also added AI NPC movement to the demo, as well as various fixes, including data handling and stream flow, and code style changes.
Open source recreation of Daggerfall in the Unity engine
Role in this project:
Back-end Developer
Contributions:5 commits, 2 PRs, 9 comments in 11 days
Contributions summary:Dominik primarily refactored and modified the `TransportManager` class, focusing on the game's transportation mechanics in the Daggerfall Unity engine. Their contributions included renaming methods, improving the public API for controlling transportation, and ensuring that the UI correctly interacts with the updated transportation system. The changes involved adjusting the conditions for mounting and dismounting horses, making this process consistent across the game. These code changes demonstrate an understanding of game mechanics and object-oriented design.
unity3dunityunity-enginerecreation
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