Kurt Kühnert

Co-Founder at NoLag Software

Hartenstein, Saxony, Germany
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Summary

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Kurt Kühnert is a software engineer and co-founder focused on GPU-first terrain rendering and large-scale geospatial visualization, with five years of hands-on experience building high-performance, numerically precise systems. He designs geodetically correct pipelines that scale from centimeter-resolution datasets to planetary surfaces, combining GPU algorithms, Rust, and WebGPU for real-time rendering. At NoLag Software he’s shipping an SDK optimized for demanding simulation and geospatial workflows, and his prior work at Argeo produced sub-centimeter-accurate mesh subdivision on the WGS84 ellipsoid using Taylor-series GPU techniques. An active open-source contributor, he improved Bevy’s rendering pipeline—adding texture formats, draw-indirect support, and cleaner render-phase management—demonstrating attention to low-level graphics performance and maintainability. Based in Saxony and pursuing a master’s in computer science, he blends academic rigor with practical engineering to turn massive geospatial datasets into efficient, production-ready visual systems.
code4 years of coding experience
job2 years of employment as a software developer
bookMaster of Science - MS Computer Science, Master of Science - MS Computer Science at Technische Universität Chemnitz
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Github Skills (9)

bevy10
rust10
game-development10
webgpu10
game-engine10
render10
game-dev10
rendering10
open-source9

Programming languages (3)

RustMakefileHTML

Github contributions (5)

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bevyengine/bevy

Jan 2023 - Jan 2023

A refreshingly simple data-driven game engine built in Rust
Role in this project:
userBack-end Developer
Contributions:115 reviews, 2 commits, 39 PRs in 4 days
Contributions summary:Kurt primarily contributed to the Bevy game engine's rendering and graphics pipeline features. They implemented support for new texture formats (`R16Unorm`, `Rg16Unorm`) and enhanced the engine's low-level drawing capabilities by exposing draw indirect methods and increasing the maximum number of directional lights. Furthermore, the user refactored the render phase code, improving maintainability and enabling more efficient resource management. Additionally, the user replaced UUID-based IDs with atomic-counted ones and addressed issues around resource handling within the rendering system.
data-drivenbevygamedevrustgame-development
kurtkuehnert/bevy

Sep 2021 - Dec 2024

A refreshingly simple data-driven game engine built in Rust
Contributions:2 PRs, 127 pushes, 51 branches in 3 years 2 months
data-drivenbevygamedevrustgame-development
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