Cross-platform Rust 3D engine & editor (Alpha)
Systems & Graphics Architecture · Active Alpha
Zero-dependency Rust 3D runtime, scene editor, deterministic physics, and recorded walkthrough.
Sole author of the Rust 3D runtime, custom shader cross-compiler, scene/prefab system, 60 Hz deterministic physics crate, and web Studio editor.
Powers Ganbate’s browser WASM 3D table runtime and Studio authoring workbench; source and onboarding architecture docs are public at github.com/abrahamahn/ganbate-engine.
Prompt & JSON scene-graph edits update the 3D viewport in <16.6 ms; invalid table overlaps roll back before execution.
Live /play requires hardware WebGPU/WebGL 2. Watch this recorded walkthrough and inspect the screenshots when evaluating in cloud or GPU-restricted browsers.
Engineering & product case study
Problem & workflow context
Delivering stylized 3D worlds across native desktop GPUs and browsers usually pulls in hundreds of transitive crates, bloats WASM downloads, and stores scenes in opaque formats that neither reviewers without WebGPU nor automated CLI checks can inspect.
Decision & rejected alternative
Engineered a zero-third-party-crate Rust workspace with a custom WGSL-subset compiler targeting Vulkan SPIR-V, Apple MSL, WebGPU WGSL, and WebGL 2 GLSL ES 3.00, plus canonical .scene.json documents with invertible Op undo/redo. Rejected adopting heavy general-purpose Rust engine stacks so WASM startup stays small and every scene mutation remains diffable and CLI-verifiable.
Failure encountered & diagnosis
Cloud browsers and virtualized environments without hardware GPU acceleration hit "3D is unavailable on this device" on /play, and skeletal skinning matrices initially diverged between Metal and WebGL 2 ES 3.00 uniform layouts. Diagnosed uniform alignment via per-backend shader output diffs, added clean capability detection + 2D fallback in the live app, and paired this portfolio entry with a 49-second recorded Rust/WASM walkthrough and multi-view screenshots.
Verification, role & current status
Verified via cross-target shader compilation tests (SPIR-V/MSL/WGSL/GLSL), deterministic 60 Hz rigid-body state hash checks, <16.6 ms pre-execution spatial overlap rollback tests in Studio, and headless Linux virtual-display renders.
Architecture & reproducible evidence
- 49-second recorded live Rust/WASM Studio walkthrough included directly above so evaluation works in any cloud or headless browser.
- Canonical .scene.json + cooked .gbew v4 binary world pipeline (~7 bytes/triangle compact mesh encoding) with permanent asset IDs.
- Invertible scene operation log enables deterministic undo/redo, JSON graph editing, and pre-execution collision rollback.
Technology stack
See all 9 roles, Penn M.A.S. status, U.S. citizenship/relocation logistics, and printable résumé on one page.
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