
C++ / Vulkan Engine
A C++ application combining component-based architecture, GPU resource management, a live scene editor, and Jolt physics integration.
I’m Jackson Shuminski, a software engineer with experience in C++, GPU computing, and simulation. I build reusable systems and developer tools, turning mathematical models into working applications.
RENDER / 001

A C++ application combining component-based architecture, GPU resource management, a live scene editor, and Jolt physics integration.
A GPU fluid solver with C++ controls, paired texture resources, and step-by-step debugging in Unreal Engine 5.
A custom DirectX 11 simulation pipeline connecting GPU wave generation, CPU buoyancy calculations, and multi-pass rendering.
A GPU-parallel agent simulation exploring flocking algorithms, computational cost, and mesh complexity in Unity compute shaders.
Designed reusable ability and projectile systems for a team-built Unreal Engine project, separating shared behavior from visual effects.
Developed volumetric fluid algorithms, local-space simulation domains, and rendering optimizations for the VRage engine at Keen Software House.
02Built a networked VR research application with synchronized interactions and coordinated user studies from recruitment through study sessions.
03Developed synthetic eye-image pipelines and anatomically detailed 3D models to support machine learning research.
04Built a browser-based 3D maze with three.js, quaternion-based navigation, custom collision detection, and original 3D assets.
I’m Jackson, a software engineer with a BS/MS in Game Design and Development from Rochester Institute of Technology. My background combines programming, applied mathematics, and collaborative software development.
My experience spans C++ engine development, GPU simulation, browser-based applications, and automated research pipelines. I enjoy designing reusable components, debugging complex behavior, and understanding the tradeoffs behind an implementation.
C++, C#, Python, JavaScript, HLSL, GLSL
GPU compute, simulation, component architecture, DirectX 11 / 12, Vulkan
Unreal Engine, Unity, three.js, Dear ImGui, Jolt Physics
Have a software engineering role or a technical challenge in mind? Get in touch.