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.
15 years of coding experience
16 years of employment as a software developer
Bachelor of Science (B.S.), Computer Science, Bachelor of Science (B.S.), Computer Science at Texas A&M University
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.
A refreshingly simple data-driven game engine built in Rust
Role in this project:
Backend 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