Eugene Kozlov is a seasoned C++ software developer with 11 years of experience building desktop and server systems, currently advancing core features at CQG, Inc. He specializes in high-performance desktop applications, multithreaded WebAPI servers, and pragmatic asynchronous designs using C++, Boost, Protobuf and WebSockets. A longtime 3D graphics and game-engine enthusiast, he maintains a prominent fork of Urho3D (rbfx) where he refactors networking, rendering and asset tooling—work that complements contributions to well-known projects like EASTL and upstream Urho3D. Eugene pairs production-grade engineering with a tinkerer’s curiosity, using his open-source playground to prototype features such as per-instance rendering data and animation-based scene extraction. He also brings practical Python test automation and university teaching experience from an early internship, reflecting both depth and a habit of knowledge sharing. Based in Yerevan, Armenia, he blends applied-math training with a focus on maintainable, performance-sensitive C++ systems.
11 years of coding experience
Bachelor's degree, Applied Mathematics, Bachelor's degree, Applied Mathematics at National Research University of Electronic Technology (MIET)
Lightweight Game Engine/Framework in C++17 with WYSIWYG Editor. Experimental C# bindings.
Role in this project:
Back-end Developer
Contributions:1 release, 226 reviews, 2182 commits in 3 years 9 months
Contributions summary:Eugene's commits primarily focus on refactoring and cleaning up the engine's network code. They've addressed code inefficiencies and potential bugs, and made additions like the ability to extract information from animation files to generate a simplified scene graph, including adding skeleton and model functionality in the process. These efforts suggest a focus on improving the efficiency and maintainability of the game engine's core network features.
Contributions:22 reviews, 232 commits, 130 PRs in 6 years 6 months
Contributions summary:Eugene primarily focused on enhancing the game engine's capabilities by adding support for custom per-instance data within batches, which can optimize rendering of objects with varying instance-specific properties. They also worked on the container and graphics modules, implementing new features such as initializer list constructors for PODVector and accessor functions for StringHash. In addition, the user refactored and streamlined Vector and PODVector implementations.
angelscriptcppgamegamedev2d
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