Eugene Golushkov

Tech Lead Senior Software Developer at BeLight Software

Krakow, Lesser Poland Voivodeship
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Summary

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Eugene Golushkov is a tech lead and senior C++ developer with 11+ years driving cross-platform 3D graphics and product ports, currently leading rendering and platform transitions at BeLight Software from OpenGL to Metal/Vulkan across macOS, iOS, Windows and Android. He combines hands‑on engine work—contributing significant fixes and a Metal backend to the well-known Ogre3D/ogre-next projects—with product ownership that spans planning, porting and releasing complex apps like Live Home 3D. His strengths lie in low-level graphics engineering, multisample/MSAA and viewport/pixel scaling optimizations, and pragmatic platform-specific C++/Objective‑C glue that raised cross-platform code ratios to ~90%. A mathematician by training (MSc with honors in Applied Mathematics), he brings numerical stability and algorithmic rigor to rendering problems and has a track record of shipping robust cross‑platform graphics features.
code11 years of coding experience
job7 years of employment as a software developer
bookMaster of Science (MSc) with honor, Applied Mathematics, 5/5, Master of Science (MSc) with honor, Applied Mathematics, 5/5 at Odessa National 'I.I. Mecnikov' University
languagesRussian, Ukrainian, English, Polish
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Stats
31reputation
3kreached
1answer
0questions
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Github Skills (20)

c-language10
rendering10
graphics-engine10
render10
graphic10
direct3d10
engine10
cpp10
cprogramming-language10
directx10
objective-c9
shader9
macos8
ios8
windows6

Programming languages (5)

C#JavaC++CJavaScript

Github contributions (5)

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OGRECave/ogre-next

Nov 2019 - Jan 2023

aka ogre v2 - scene-oriented, flexible 3D C++ engine
Role in this project:
userGraphics Engine Developer
Contributions:4 reviews, 286 commits, 7 PRs in 3 years 2 months
Contributions summary:Eugene primarily contributed to the Metal rendering backend implementation within the Ogre-Next graphics engine. Their work involved addressing various issues, including correcting resolution handling, implementing and optimizing viewport-to-pixel scaling, enhancing MSAA support, and fixing several critical rendering bugs related to texture downloads and window resizing. The contributions also included adding configuration options and supporting the selection of rendering devices.
direct3d11metalcppvulkanopengl
OGRECave/ogre

Apr 2015 - Dec 2016

scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Role in this project:
userBack-end Developer
Contributions:23 commits, 1 push, 1 comment in 1 year 8 months
Contributions summary:Eugene primarily focused on improving the Ogre3D engine's Direct3D11 rendering capabilities. Their commits involved fixing bugs, optimizing performance by implementing fallback mechanisms for multisampled render targets, and adding support for Windows SDK 10. Additionally, they contributed by modifying and adding new features to the rendering pipeline, including checks for GPU program support. These changes enhance the stability and compatibility of the engine.
metalcpppythonogre3d3d-engine
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Eugene Golushkov - Tech Lead Senior Software Developer at BeLight Software