Philip Degarmo

Senior Graphics Engineer at Bungie

San Marcos, California, United States
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Summary

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Senior
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Top School
Philip Degarmo is a Senior Graphics Engineer with 15 years of experience delivering high-performance game and simulation systems, currently contributing to Bungie in San Marcos, CA. He specializes in networking, multi-threading, and software architecture for games, with deep C++ and growing Rust expertise and practical experience across aviation, finance, and non-game simulation. At Rockstar he led network programming efforts and in open source he’s improved core Rust game libraries like Bevy and Legion—fixing deadlocks, optimizing task scheduling, and hardening ECS allocation behavior. Comfortable across backend and frontend web stacks as well as multiple languages, he brings a systems-minded approach to concurrency and performance. Collected early experience in real-time and embedded systems gives him a knack for robust, low-latency designs that scale from single-threaded consoles to cloud-backed multiplayer.
code15 years of coding experience
job16 years of employment as a software developer
bookBachelor of Science (B.S.), Computer Science, Bachelor of Science (B.S.), Computer Science at Texas A&M University
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Github Skills (19)

scheduled-tasks10
algorithms10
game-engine10
amazon-ecs10
multithreading10
data-structure10
scheduler10
scheduling10
bevy10
sched10
task-scheduler10
aws-ecs10
data-structures10
rust10
game-development10

Programming languages (11)

TypeScriptC#C++CSSRustCObjective-C++SCSS

Github contributions (5)

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amethyst/legion

Dec 2019 - May 2020

High performance Rust ECS library
Role in this project:
userBack-end Developer
Contributions:36 commits, 8 PRs, 36 comments in 4 months
Contributions summary:Philip primarily focused on improving the performance and stability of the Legion ECS library. Their contributions involved fixing index usage in the `ArchetypeData::merge` function, renaming variables for clarity, and resolving a critical bug (#92) related to entity allocation and world deletion, by adding a test and resetting EntityAllocators. The user added functionality for iterating entities, and also added functionality to delete all entity data.
ecs-libraryecsrustperformancehigh-performance
bevyengine/bevy

Aug 2020 - Mar 2022

A refreshingly simple data-driven game engine built in Rust
Role in this project:
userBackend Developer
Contributions:6 reviews, 10 PRs, 64 comments in 1 year 7 months
Contributions summary:Philip primarily focused on improving the Bevy game engine's backend. They addressed a bug related to thread pool core assignment and improved task scheduling. They also optimized the parallel executor by reworking it to prevent blocking and fixed a deadlock issue within the task pool's scope function. The user's commits involved several changes within the engine's task and scheduling systems.
data-drivenbevygamedevrustgame-development
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Philip Degarmo - Senior Graphics Engineer at Bungie