Senior Software Engineer & Team Lead — Rust, C++ Opole, Poland — open to remote / hybrid (Wrocław–Katowice)
📧 obuchowiczadam@gmail.com · 🔗 LinkedIn, GitHub
Enso — open-source data-analysis platform built around a dual-representation (text <-> graph) programming language. I authored a large part of the Rust IDE:
- Primary author (~60–82% by git blame -w) of text rendering and the component-browser / grid-view / list-view stack in the ensogl GPU/WebGL rendering framework (Rust -> WebAssembly)
- #1 contributor to the app/gui application layer (~24%); lead of the engine-protocol client layer; work across language tooling (span-tree/AST)
- #4 author across a 267k-line Rust codebase: 250+ merged PRs
- Code @ Rust-era commit c834847: text rendering grid-view · component-browser · engine-protocol
- All my merged Enso PRs + from older repository
- rust-windowing/keyboard-types — implemented FromStr for Key
- qmetaobject-rs (732★) — QVariant conversions (Rust
↔️ Qt/QML interop) - Slint (22.9k★) — derive serde for Color (small fix)
- vorot/roots — fixed an out-of-bounds panic in numerical root-finding
- Curling simulator — Rust (Slint). A 2D curling-stone simulation optimized to batch-simulate large numbers of games for statistical analysis (e.g. shot-outcome heatmaps), with a live browser version (same code compiled to WebAssembly).
- Regnum — a 2D real-time grand-strategy game engine (C++/SDL2): hierarchical Dijkstra pathfinding, viewport culling, per-edge autotiling, designed for maps of ~a million tiles. Older code developed mostly during studies and shortly after.
- msdfgen-wasm — WASM wrapper of the msdfgen C/C++ multi-channel SDF font-rendering library (authored at Enso, open source)
Rust · C++ (11/14/17) · C · TypeScript · concurrency/multithreading · WebAssembly · WebGL · Qt · Python/Java (moderate)




