Modern C++ · 3D tooling · Cross-platform frameworks · Compatibility layers · Runtime systems
C++ developer focused on 3D tooling, system-level engineering, cross-platform framework design, and compatibility layers.
Looking for roles in:
- C++ systems engineering
- runtime / framework development
- cross-platform / platform abstraction work
- backend / platform architecture
- game technology / engine tooling
I design and implement 3D tools, C++ frameworks, platform abstraction layers, and compatibility systems in modern C++, focusing on:
- explicit API design
- system behavior reproduction
- modular architecture
- cross-platform execution (Windows · Linux · WebAssembly · Android)
- long-term maintainability
Validated on real-world applications (Planet Blupi 1996, Speedy Blupi 2001/2013) — playable web builds at speedyblupi.com. Ecosystem hub: openeggbert.com.
≈363k lines of C++ across the projects below.¹
🔗 https://github.com/openeggbert/mesh-craft · 🌐 https://meshcraft3d.com · 🌐 https://meshcraft.openeggbert.com · 📏 ≈24.9k LOC
- C++23 3D scene editor for the
.mc3.xmlformat — primitive shapes, hierarchical groups, CSG (union/difference/intersection via Manifold), extrude-along-path, PBR materials, keyframe animation, prefabs - native
.mc3.xmlformat: human-readable XML-based editable source compiled to glTF/GLB or binary MCB viamc3togltf/mc3tomcbCLI tools - Dear ImGui editor (orbit camera, gizmos, timeline, undo/redo, autosave) built on CNA + sharp-runtime; exercises the full C++ engine stack as a real editor application
- Actively developed — full XML load/save roundtrip, all primitives, CSG, animation, and GLB export working
➡️ Focus: 3D tooling, file formats, geometry processing, editor UX
🔗 https://github.com/openeggbert/mesh-world · 🌐 https://meshworld3d.com · 🌐 https://meshworld.openeggbert.com · 📏 ≈12.7k LOC
- generates infinite 3D city and landscape chunks from a JSON config — 20 C++ chunk generators + 17 Lua object generators
- Lua scripting sandbox (sol2 + Lua 5.4) for content modding; auto-discovered at startup
- SQLite content packs: taxonomy registry, material registry, generator bundles in portable
.sqlitefiles - real-time 3D explorer (MeshWorldApp) built on Mesh Craft + CNA (SDL3/OpenGL)
- 119 tests passing, zero warnings, CI on every push
🔗 https://github.com/openeggbert/cna · 🌐 https://libcna.com · 🌐 https://cna.openeggbert.com · 🎮 WebAssembly demo · 📏 ≈76.9k LOC
- XNA-style API in native C++ under
Microsoft::Xna::Framework - rendering, input, audio, resource lifecycle, backend abstraction
- backends: SDL3 / OpenGL (easy-gl) / Vulkan / bgfx
- one codebase targets Windows, Linux, WebAssembly, and Android
- used to port a real C# / XNA game (Speedy Blupi, 2013)
➡️ Focus: cross-platform framework, runtime systems, API compatibility
🔗 https://github.com/openeggbert/cna-samples · 📏 ≈48.0k LOC
- C++ ports of the official Microsoft XNA Game Studio 4.0 sample collection, running on CNA
- a continuously growing compatibility test bed proving the framework's API coverage on real code
- 🎮 web demos coming soon
🔗 https://github.com/openeggbert/cna-craft · 📏 ≈4.0k LOC
- Minecraft-like first-person voxel-world prototype built directly on CNA's
Microsoft::Xna::FrameworkAPI - unbounded chunk-streamed block terrain, noise-based procedural generation, hidden-face-culled cube meshing, block texture atlas
- DDA voxel raycast for block breaking/placing; SQLite delta-based world persistence
- runs on CNA's OpenGL, Vulkan, and bgfx backends — in active development
🔗 https://github.com/openeggbert/sharp-runtime · 🌐 https://sharpruntime.openeggbert.com · 📏 ≈64.6k LOC
System::*namespaces implemented in idiomatic modern C++- covers exceptions, events, delegates, collections, and system-level building blocks
- foundation layer for CNA, Mesh Craft, Mesh World, and Galaxy Eggbert
🔗 https://github.com/openeggbert/free-direct · 🌐 https://freedirect.openeggbert.com · 🎮 Speedy Eggbert 2 demo · 🎮 Planet Blupi demo · 📏 ≈4.3k LOC
- reimplementation of DirectDraw / DirectSound subset over SDL3
- CPU surface model, blitting, palettes, color keys, locking, presentation
- designed to replace original DirectX 3 SDK dependencies in legacy applications
➡️ Focus: low-level graphics systems, legacy API compatibility
🔗 https://github.com/openeggbert/free-api · 🌐 https://freeapi.openeggbert.com · 📏 ≈4.4k LOC
- WinAPI-style windowing, message loop, input, timers, multimedia APIs
- SDL3-based implementation (Linux / cross-platform)
- works together with Free Direct as the system/platform side of legacy application compatibility
➡️ Focus: system APIs, OS abstraction, runtime behavior
🔗 https://github.com/openeggbert/free-eggbert · 🌐 https://freeeggbert.openeggbert.com · 🎮 WebAssembly demo (partial) · 📏 ≈28.1k LOC
- buildable reconstruction of the 1998–2001 game Speedy Eggbert 2, reverse-engineered from original binaries (Ghidra, IDA, ILSpy)
- made portable beyond Windows/DirectX via Free API + Free Direct (SDL3)
- Emscripten web build with IndexedDB save persistence
➡️ Focus: reverse engineering, game preservation
🔗 https://github.com/openeggbert/mobile-eggbert · 🌐 https://mobileeggbert.openeggbert.com · 🎮 Play in browser · 📏 ≈20.5k LOC
- C++ port of the 2013 Windows Phone XNA game Speedy Blupi, running on CNA
- migration chain: C# XNA 4.0 → ILSpy decompilation → MonoGame → native C++/CNA
- playable on desktop and in the browser (IndexedDB saves); reference implementation for Galaxy Eggbert
🔗 https://github.com/openeggbert/galaxy-eggbert · 🌐 https://galaxyeggbert.openeggbert.com · 📏 ≈8.5k LOC
- 3D remake of Speedy Blupi validating the full CNA engine stack
- targets Linux, Windows, WebAssembly, and Android from a single C++ codebase
🔗 https://github.com/openeggbert/easy-gl · 🌐 https://easygl.openeggbert.com · 📏 ≈3.6k LOC
- toolkit-independent C++20 OpenGL/OpenGL ES wrapper
- host owns window and GL context; easy-gl owns all OpenGL interaction
- built on top of meta-gl; used by CNA as its OpenGL rendering backend
🔗 https://github.com/openeggbert/easy-3d · 🌐 https://easy3d.openeggbert.com · 📏 ≈1.0k LOC
- small C++23 helper library beside CNA — deliberately a library, not an engine
- cameras (orbit/follow), texture atlas, billboard and cube batching, debug draw
- first consumer: Galaxy Eggbert
🔗 https://github.com/openeggbert/meta-gl · 🌐 https://metagl.openeggbert.com · 📏 ≈7.8k LOC
- type-safe C++23 OpenGL ES 2.0+ function loader
- runtime loading via host-supplied
GetProcAddress— no windowing, no context creation enum classwrappers for all OpenGL constants; foundation layer for easy-gl
🔗 https://github.com/openeggbert/mobile-eggbert-legacy
- preserved C#/MonoGame stage of the Mobile Eggbert migration
- ILSpy-decompiled Windows Phone XNA 4.0 sources; related repositories merged via git subtree
🔗 https://github.com/openeggbert/mobile-eggbert-libgdx
- Java/LibGDX port of Speedy Blupi (Mobile Eggbert) with a small XNA/.NET compatibility bridge
- desktop (LWJGL3), Android, and HTML targets
🔗 https://github.com/openeggbert/sprite-utils · 📏 ≈1.2k LOC
- small C++23 sprite utility library and assets (number spritesheets, web component) supporting the game projects
🔗 https://github.com/openeggbert/youtube-frontend · 🌐 https://youtube.openeggbert.com · 📏 ≈1.4k LOC
- C++23 tool that generates static HTML index pages for ArchiveBox video archives
- uses OpenCV, FFmpeg libraries, and libcurl
🔗 https://github.com/robertvokac/hive · 🌐 https://hive.robertvokac.com · 📏 ≈45.0k LOC
- metadata-driven C++23 backend system
- custom ORM, migrations, REST API generator
- plugin architecture (models, jobs, triggers, queries)
- scheduler + event-driven automation
➡️ Focus: backend systems, platform design, architecture
🔗 https://github.com/robertvokac/bit-backup · 📏 ≈3.1k LOC
- command-line tool that detects silent data corruption via SHA-512 checksums stored in SQLite (C++23, OpenSSL)
- parallel hashing, ignore patterns, rotating scrub verification, CSV reporting for cron integration
🔗 https://github.com/robertvokac/lexicon · 🌐 https://lexicon.robertvokac.com · 📏 ≈2.8k LOC
- desktop knowledge dictionary for structured technical notes (C++23, Qt 6 Widgets, SQLite)
- typed term relationships with backlinks, Markdown content with live preview, full-text search
¹ LOC measured with cloc (July 2026): C++ sources and headers (.cpp/.hpp/.h), src/ and include/ directories only, excluding tests, vendored, and third-party code.
Runtimes and compatibility layers force:
- precise API design
- understanding of system behavior
- control over execution model
- clear ownership and lifecycle
- deep debugging of real-world software
behaviorally accurate, modular, and architecture-driven — not just feature-driven
After several years in enterprise backend development (Java), I transitioned toward system-level engineering in C++.
Since my previous work did not involve C++ directly, I built expertise through real implementations, including:
- a 3D scene editor and a procedural world generator (Mesh Craft + Mesh World)
- cross-platform C++ framework running real games (Windows / Linux / WebAssembly / Android)
- DirectX 3 / WinAPI compatibility layers
- backend platform (≈45k LOC)
- multiple reusable system libraries
- C++20/23
- Linux, CMake, Git, GCC / Clang
- SDL3, OpenGL / OpenGL ES, bgfx, Dear ImGui
- SQLite, Lua (sol2)
- 3D tooling, cross-platform frameworks, compatibility layers, runtime systems, system architecture
- Email: robertvokac@robertvokac.com
- Web: https://robertvokac.com
- GitHub: https://github.com/robertvokac
- Org: https://github.com/openeggbert · https://openeggbert.com
- LinkedIn: https://cz.linkedin.com/in/robert-vok%C3%A1%C4%8D-081170381/
- Location: Prague, Czech Republic
⭐ Pinned repositories show my current direction and strongest work