Nathan Collins

Software Engineer at KDAB

England, United Kingdom
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Summary

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Rockstar
Nathan Collins is a software engineer with 11 years' experience building cross-platform and embedded systems, currently applying his expertise at KDAB in England. He has a strong C++ and systems orientation, demonstrated by contributions to osgearth where he improved shader compatibility and multi-platform compilation, and to the Slint GUI toolkit where he enabled rendering and touch support on Zephyr RTOS. Nathan’s work shows a practical focus on portability and stability—solving low-level issues like thread ID handling and OpenGL properties to expand platform support. He blends backend systems work with embedded UI integration, able to move between graphics, OS-specific quirks, and build environments. Colleagues would describe him as a hands-on problem solver who prefers shipping robust, portable solutions that make software run reliably in constrained environments.
code11 years of coding experience
job5 years of employment as a software developer
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Github Skills (24)

c-language10
3d-graphics10
qt10
zephyr-rtos10
ui-design10
uid10
front-end-development10
sys10
embedded10
macos10
rust10
cprogramming-language10
openscenegraph9
testing9
declarative-ui9

Programming languages (6)

TypeScriptC++ShellRustCPython

Github contributions (5)

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slint-ui/slint

Jul 2023 - Jan 2025

Slint is a declarative GUI toolkit to build native user interfaces for Rust, C++, or JavaScript apps.
Role in this project:
userFull-stack Developer
Contributions:4 reviews, 10 PRs, 18 comments in 1 year 7 months
Contributions summary:Nathan primarily worked on enhancing the Slint UI toolkit, focusing on the Zephyr RTOS integration. They implemented and improved rendering capabilities within the Zephyr environment, including addressing display blanking and rendering performance. Furthermore, the user added touch event handling and addressed rendering issues. Their contributions span across modifying the UI and making it compatible with an embedded environment, including setting up the build environment.
cppdesktop-applicationsrustjavascriptfluid
gwaldron/osgearth

Jul 2015 - Jul 2015

3D Maps for OpenSceneGraph / C++14
Role in this project:
userBackend Developer
Contributions:8 commits, 2 PRs in 2 days
Contributions summary:Nathan focused on enhancing the `osgearth` project, specifically modifying the codebase to improve compatibility and functionality. Their work included adapting shaders for Android platforms and refining the codebase to ensure proper compilation across various operating systems and environments. They also addressed specific technical issues, like those related to thread ID retrieval and defined OpenGL properties. Their contributions were aimed at expanding the project's platform support and refining the overall system stability.
osgearthterrain-visualizationopenscenegraph3d-mappingsdk
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Nathan Collins - Software Engineer at KDAB