Engine and graphics performance optimization
Engine Architecture, Graphics Performance & Procedural 3D Pipelines.
I’m Ibrahim Hindawi—systems programmer, technical artist, and creator of @SystemsDevel. I build and optimize C and assembly systems, rendering tools, compilers, and procedural 3D workflows. Njinn powers Sange, an action roguelike in development with a public Steam demo. I’m available for focused performance, engine, graphics, and Houdini pipeline work.
Selected proof
Built and documented from first principles.
These projects make the architecture, code, tools, and current game output inspectable before a conversation.
Sange: gameplay, engine, and development workflow
An overview of the project covering gameplay, Njinn’s architecture, the rin language, and the art workflow.
Watch project overview → Low-level graphicsVulkan & Assembler Game Engine
Vulkan initialization and rendering driven directly from x86-64 assembly, exposing the graphics API and ABI without a higher-level language hiding the machinery.
Inspect the project → C metaprogrammingGeneric Programming in C
Type-safe generics and code generation in pure C without runtime indirection or C++ template machinery.
Read blueprint → x86-64 assemblyMASM64 init
A practical path through Windows x86-64 assembly, from registers and memory to macros, procedures, floating-point work, and complete programs.
Start the lessons → Public demoSange on Steam
An action roguelike in development with a public demo, running on a custom engine with procedural rooms, skeletal combat animation, bosses, and a connected content pipeline.
View the Steam demo →Connected project stack
Three systems. One production loop.
The engine, language, game, and art pipeline are developed together inside the same project.
SangeA game built on the full stackAn action roguelike in development that brings the engine, tools, procedural generation, animation systems, and technical-art pipeline together in a public demo.View Sange →
NjinnEngine architecture and performance
A C engine with explicit arena memory, data-oriented entity systems, skeletal deformation, immediate-mode tooling, and low-level rendering control that keeps runtime costs visible.
Explore Njinn → rinSystems language and compiler
A language with readable C output, monomorphized generics, compile-time reflection, source-level debugging, and arena-aware containers.
Explore rin →