Josh Groves is a CTO and seasoned software engineer with a decade of experience bridging upstream oil & gas domain expertise and modern software engineering to deliver practical products like Pod2’s Planner. He started in engineering and consulting, turning complex field development and integration problems into automated, auditable workflows, and later led teams building full-stack oil & gas applications using React, TypeScript and .NET. Josh pairs low-level graphics and systems proficiency (Rust, Vulkan/Metal/OpenGL, WebGPU) with web and API engineering—he’s an active contributor to high-profile Rust graphics projects such as wgpu and wasm-bindgen, adding cross-platform backends and platform surface support. Known for shipping both polished UIs and robust backend integrations, he brings a pragmatic blend of domain-driven product thinking and hands-on systems implementation. Based in Torbay, NL, he combines technical leadership with a track record of meaningful open-source contributions that keep bleeding-edge graphics tooling interoperable across platforms.
10 years of coding experience
5 years of employment as a software developer
Bachelor of Engineering (B.Eng.), Mechanical Engineering, Bachelor of Engineering (B.Eng.), Mechanical Engineering at Memorial University of Newfoundland
GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
Role in this project:
Full-stack Developer
Contributions:107 reviews, 106 commits, 113 PRs in 4 years 1 month
Contributions summary:Josh primarily contributed to the `glow` repository, which provides bindings for OpenGL across different platforms. The commits focused on adding core functionality for shader and program creation, which includes creating, compiling, and linking shaders. The user also implemented buffer and vertex array functionalities and updated the code base to use `slotmap`. The contributions touched on both WebGL and native OpenGL implementations.
Contributions:51 reviews, 57 commits, 39 PRs in 1 year 11 months
Contributions summary:Josh's commits primarily focused on enhancing the `wgpu-rs` repository, a Rust binding to the `wgpu` native library. They implemented platform-specific surface creation methods for Xlib, macOS, and Windows, thereby enabling rendering on different operating systems. Furthermore, they updated the project to the latest version of the `winit` library and integrated recent `wgpu` updates, showcasing their dedication to keeping the project current and improving its core functionality. Additionally, they added features for shadows by creating example code with necessary files.
wgpurustrust-bindingswgslnative-library
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