Software Engineer Technical Lead at Press Fire Games
Liszki, Małopolskie, Poland
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Summary
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Senior
🎓
Top School
Youri Rahuba is a software engineer and technical lead with 13 years of experience specializing in C++, Qt, and graphics systems for games and mapping applications. He has led graphics and architecture work at companies like MAPS.ME, Wargaming.net and Press Fire Games, delivering performance-tuned rendering, animation subsystems, and multithreaded algorithms. His background spans GUI design and raster/3D pipelines, with practical experience porting and fixing cross-platform builds (notably improving MAPS.ME Android compatibility and Windows OpenGL/Boost issues). Comfortable across system-level programming and console-oriented game development, he often moves raster work into shaders and designs cartographic engines from first principles. Based in Poland with a master’s in computer architectures and strong math/logic foundations, he blends low-level troubleshooting with product-focused leadership. An under-the-radar strength is his history of making platform-specific build and dependency fixes that keep large open-source mobile projects portable and maintainable.
13 years of coding experience
9 years of employment as a software developer
Магистр, Архитектуры вычислительных систем, Высшая математика, Логика, Магистр, Архитектуры вычислительных систем, Высшая математика, Логика at Белорусский Государственный Университет Информатики и Радиоэлектроники
🗺️ MAPS.ME — Offline OpenStreetMap maps for iOS and Android
Role in this project:
Mobile Developer (Android)
Contributions:63 commits, 8 PRs, 59 comments in 10 months
Contributions summary:Youri primarily focused on improving the build process and platform compatibility for the MAPS.ME Android application. Their commits addressed issues related to Windows platform compilation, including fixing Boost compilation errors and resolving dependency issues. Additionally, the user implemented functionality to handle file paths using native folder separators and addressed platform-specific OpenGL function loading. These changes were made to ensure the application functions correctly across different build environments and platforms.
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