Michal Ziulek is a Core Systems Engineer with 11 years of experience specializing in performance-oriented programming, low-level graphics, and systems optimization. He has shipped engine and driver-level work at Intel, DICE, and AMD, and now combines R&D for red-team tooling with independent game-engine and Zig ecosystem development. Proficient in C/C++, x86_64 assembly, Zig and DirectX 12, he contributes notable low-level improvements to open-source graphics libraries and a Zig game engine—adding projection math, SSE2 optimizations, and robust GPU resource handling. Based in Gdańsk, he pairs practical production experience with experimental projects (including a custom adversary simulation toolkit and game prototypes), reflecting a rare blend of graphics systems expertise and hands-on security tooling.
11 years of coding experience
13 years of employment as a software developer
Magister inżynier (Mgr inż.), Magister inżynier (Mgr inż.) at Gdańsk University of Technology
Dev repo for @zig-gamedev libs and sample applications
Role in this project:
Back-end Developer
Contributions:5 releases, 66 reviews, 2956 commits in 1 year 6 months
Contributions summary:Michal's commits primarily involve implementing and refining the C bindings for the Jolt Physics library, specifically addressing issues related to memory management, API consistency, and double-precision support. The contributions include additions of missing shape and sub-shape types, improvements to test code, and the introduction of the IBodyLock and other related data structures. The user's work focused on creating a functional C interface for Jolt Physics, including adding various helper functions and exposing data layouts for better compatibility.
Contributions:1 review, 11 commits, 11 PRs in 4 months
Contributions summary:Michal primarily contributed to the `gpu` module of the Zig game engine, focusing on the low-level graphics API integration. Their work involved modifying and adding helper functions to structures like `VertexBufferLayout`, `RenderPipeline`, and `BindGroupLayout`. The user also made changes related to default values for structs and handling dynamic offsets, streamlining how graphics resources are managed within the engine. This suggests a focus on optimizing the rendering pipeline and associated resource management.
steam-deckvulkan2dguientity-component-system
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Michal Ziulek - Core Systems Engineer at Self-employed