I write ultra-high-performance code. I do what's needed when it's needed. I once read an article about best practices. I don't follow them. I read a book about programming patterns. It sucked. I write code in C and intrinsics, C++ when needed, and assembler when necessary. GLSL if there's a GPU available.
I've written low-level, high-performance code for alot of different architectures over the years: Motorola 68000, PowerPC, assorted ARM devices, Philips TriMedia (awesome), Texas Instruments DSPs, Mellanox TILE-Gx (fun), Intel SSE2/AVX2 etc., and NVidia GPUs. Surely I've forgotten some.
I've written video pipelines, threading frameworks, menu systems, camera controllers, communication systems, fast encryption and hashing routines, laser galvanometer controllers, and fixed alot of obscure bugs. And that's just professionally: I do a lot of hacking in my spare time, too. Examples are available in the Source Code section.
I'm available for hire in Oslo, Norway if you need any of the things mentioned above: www.ignorantus.no.
Earlier, I worked for Stingray Marine Solutions AS. Killing sea lice with a laser is awesome! And they use high-end PCs, none of that low-power crap.
Before that, I worked for Cisco. And before that, TANDBERG. TANDBERG was pretty great. Cisco wasn't. I also worked for PCTVNet back in the day.I've made several videos over the years. Most of them are in the Videos section. Here's some of the latest ones:
In 2020, Sjur Julin and I made a new version of the 2017 Xmas Demo.
In 2019, we remastered two old Triumph Amiga demos from The Gathering 1996 and 1997:
We also did some cutting-edge work on denoising and dejittering 25 year old VHS tapes:
I regularly rip off other people's works. Sorry. In 2019, I took the Quaternion Julia shader by Keenan Crane, fixed some bugs and made a threaded CPU version. Not necessarily in that order. Spent some time figuring out how to increase the quality without generating more noise.
Please use LinkedIn for that. I don't use any other such services.
All nonderivative source code files published on this website should be clearly labelled with a license at the top. In most cases, that will be the CC0 1.0 Universal (CC0 1.0) Public Domain Dedication license: You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission.
Derivative works retain their original license.