Martin Sherburn is a multi-paradigm software engineer with 13+ years of experience spanning games, embedded systems, and reality/VR engineering, currently contributing to Meta Reality Labs. He combines deep low-level expertise (kernel, drivers, PCIe, video decode) with high-performance graphics and engine work (CryEngine, OpenGL, Direct3D, shaders) and a long hobbyist background building games from scratch since 2003. As a PhD-trained developer he created TexGen, an open-source textile geometry tool for FEA/CFD, demonstrating an ability to bridge academic research and production software. His open-source contributions include maintenance and cross-platform fixes to high-profile projects like Hermes and React Native, highlighting practical experience making complex engines stable across OSes. Comfortable across C/C++/C#/Python/JS and many toolchains, he excels at solving platform-specific edge cases and squeezing performance from constrained systems. Based in London, he brings a pragmatic, systems-first mindset that thrives at the intersection of graphics, embedded engineering, and large-scale open-source ecosystems.
13 years of coding experience
9 years of employment as a software developer
BEng, Mechanical Engineering, BEng, Mechanical Engineering at University of Nottingham
A JavaScript engine optimized for running React Native.
Role in this project:
Backend Developer
Contributions:8 commits in 1 year 1 month
Contributions summary:Martin primarily focused on maintaining and improving the Hermes JavaScript engine. Their contributions involved removing deprecated or conflicting code, such as the removal of `llvm::AlignedCharArray` and renaming `PAGE_SIZE` to avoid platform conflicts. They also addressed platform-specific issues, like adding support for running the engine as a DLL on Windows and fixing a unit test with 64k page sizes. These modifications highlight their role in ensuring the engine's stability and cross-platform compatibility.
Contributions:6 commits, 5 comments, 2 issues in 2 months
Contributions summary:Martin primarily contributed to the React 360 project by modifying core components for rendering 3D content within a VR environment. Their work focused on enhancing the `Pano` component, including fixing a memory leak and adding support for stereo cubemaps to display panoramic images. Additionally, they modified foundational components like `Model`, `Box`, `Cylinder`, `Plane`, and `Sphere` to default to absolute positioning, improving layout behavior in the 3D space. These changes suggest a focus on improving the visual fidelity and performance of the VR experience.
reactvirtual-realitywebglthreejsvirtualreality
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