I'm a game developer based in Shenzhen, China. I have 7+ years of professional game development experience, and most of my personal/open-source work is now written in Rust.
My work usually sits near native tools, editor UI, graphics/runtime infrastructure, and AI-assisted development. I like projects that are inspectable, testable, and useful while they are still experiments.
Currently focused on: Rust UI · Dear ImGui · AI-assisted development · graphics tooling · game tooling.
Many of my repositories are learning logs or scratchpads. If you want to understand what I am building now, start here.
- fret: a GPU-first Rust application UI framework for desktop-first apps, editor-grade UI, and WebGPU/wasm demos. Experimental and under heavy development.
- dear-imgui-rs: a Rust bindings ecosystem for Dear ImGui, including docking, WGPU/GL/Vulkan backends, and extensions such as ImPlot, ImGuizmo, ImNodes, node editor, file browser, and reflection-based UI.
- codex-helper: a local Codex CLI helper/proxy for provider routing, usage visibility, fallback strategies, request logs, and session tooling.
- dev-skills: reusable Codex skills for large Rust projects, built around requirements clarification, ADR/workstream-backed execution, task ledgers, evidence, gates, and handoff continuity.
- merman: Mermaid, but headless, in Rust. The goal is deterministic parsing, layout, rendering, and parity checks without depending on a browser runtime.
- asset-importer: safe, high-level Rust bindings for Assimp, focused on practical 3D asset import/export workflows.
- unity-asset: a Rust implementation for parsing Unity YAML and binary asset formats, focused on extraction, inspection, and learning Unity's file formats from the inside.
- boxdd: safe, ergonomic Rust bindings for Box2D v3, with a focus on explicit FFI boundaries, practical hot-path APIs, and game/runtime use cases.
- spine2d: an experimental pure Rust runtime for Spine 4.3, aiming for renderer-agnostic native/wasm usage and oracle-driven parity with official runtime behavior.
- renderdog: Rust wrapper and automation helpers around RenderDoc, including workflows useful to AI-assisted graphics debugging.
- jsonrepair: a fast, low-dependency JSON repair library and CLI for malformed JSON commonly produced by LLMs and other sources.
- siumai: a type-safe Rust library providing one consistent API across multiple LLM providers.
- I use AI heavily as a development partner, especially for exploration, tests, documentation, and repetitive implementation work.
- I still care about human judgment: architecture, priorities, tradeoffs, maintainability, and taste.
- I prefer small, inspectable building blocks over polished demos that are hard to maintain.
- My game-development background still shows up in the projects I choose: UI, editor tooling, rendering, assets, debugging, and runtime infrastructure.
- Game development: Unity, gameplay systems, editor tooling, graphics fundamentals.
- Rust: UI frameworks, FFI/bindings, CLI/TUI tools, MCP servers, graphics/debug tooling.
- AI-assisted open source: building local tools and workflows that make agents more useful on real codebases.
Older writing and notes: frankorz.com · public notes




