I'm cohae, an avid Rustlang fan, graphics developer, reverse engineer, and game engine connoisseur
- ๐ Programming language experience
- ๐ฆ Rust (mastery)
 - ๐ช C# (advanced)
 - โจ HLSL/GLSL (advanced)
 - โ C++ (advanced)
 - ๐ Python (advanced)
 - โ โ Java/Kotlin(advanced)
 - ๐ต โ Go (intermediate)
 - ๐ โ Javascript/Typescript (intermediate)
 - ๐ฝ aarch64/x86 assembly (intermediate)
 - โก Zig (beginner)
 
 - ๐ Interests
- Low level development (assembly, emulators, code generation)
 - Computer graphics development (Vulkan, WebGPU)
 - Game development (mainly in-house engines)
- Virtual reality
 - Handheld (Steam Deck)
 
 - Music (metal, guitar, pipe organ, exotic instruments (eg. cristal baschet))
 
 - ๐๏ธ Active projects
 - โธ๏ธ Paused projects
 - ๐จ Contact
- Discord: cohae
 - E-mail: [email protected]
โ ๏ธ Send your mails to this email if you want me to read them!
 
 
In light of my obsession with bytecode formats, here's a list of formats i've reversed/implemented
- TFX Expression Bytecode: Reversed + implemented
- The expression bytecode that powers the rendering pipeline of the Tiger engine, used in Destiny 1 + 2
 
 - Unnamed Tiger Engine Bytecode: Currently reversing
- Similar to TFX expressions, but for other, currently unknown purposes
 
 - JVM Bytecode: Implemented (HSJVM)
 - Gamemaker VM Bytecode: Implemented (Valkyrie)
 




