Fabian Greffrath is a software engineer with 18 years of experience who brings a rare blend of academic rigor—he's a graduate physicist with a Ph.D. in mechanical engineering—and deep practical expertise in systems-level C development. Based in Witten, Germany, he is an active Debian developer and long-time open-source contributor to prominent Doom source ports like Chocolate Doom and Crispy Doom, where he improved compatibility, rendering, automap controls, demo recording, and robust savegame and file-path handling. His work shows a knack for preserving historical accuracy while modernizing usability, from adding PNG screenshot support to nuanced BFG Edition IWAD workarounds. Equally comfortable debugging low-level memory issues and refining user-facing interactions, he combines meticulous engineering with a hacker’s curiosity—evident in his “Doom hacker” roots.
Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
Role in this project:
Back-end Developer
Contributions:49 releases, 435 reviews, 2401 commits in 9 years
Contributions summary:Fabian primarily contributed to the automap functionality of the game engine, adding and modifying features such as panning, zooming, and handling of the mouse wheel for more intuitive control. They also fixed bugs related to widescreen rendering and implemented a demo-reel system that allowed recording and playback of demos. Furthermore, the user optimized existing code and introduced additional level statistics.
Chocolate Doom is a Doom source port that is minimalist and historically accurate.
Role in this project:
Back-end Developer
Contributions:1 release, 195 reviews, 368 commits in 8 years 10 months
Contributions summary:Fabian primarily focused on enhancing the Chocolate Doom source port, making it more compatible with the Doom 3: BFG Edition. They improved the handling of the BFG Edition's IWAD files by adding workarounds for missing and modified game resources, particularly focusing on title and menu graphics. Furthermore, the user implemented features for re-binding artifact keys in Hexen and added PNG screenshot support to the game, with the addition of a dedicated keybind and associated menu. Finally, the user fixed several issues involving savegames, memory and file paths.
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