Grzegorz Otto · Mobile + web engineer · hobbyist game dev
Poland · compiled from src/
I build engines that respect the frame budget.
I ship production mobile and web apps in TypeScript — React, React Native, RadixUI, Tailwind, Unistyles. Evenings and weekends I build a 2D game engine on Skia.
static-exported · zero runtime DB reads · 14kb gz
Flare — a modular 2D game engine for React Native (Skia)
45% complete
- feat((errors)): (errors): add error boundary with structured crash payload
- fix(flare-engine): flare-engine: fix pool leak on teardown
- refactor(rewrite ECS scheduler): rewrite ECS scheduler
- feat((postfx)): (postfx): add Skia RuntimeEffect post-processing stack
- feat(flare-engine): flare-engine: add Skia RuntimeEffect post-processing stack
- posts
- -
- flare packages
- 27
- shipped apps
- 6+
- coffees / day
- 3
- ⌘ PINNED2024
Polskie Radio — national broadcaster app
The Polish national broadcaster needed one app that plays live radio and on-demand episodes, handles downloads offline, and hands off cleanly to car head units and Chromecast. Existing stacks fragmented those surfaces across three codebases.
React NativeTypeScriptKotlinSwiftCarPlayAndroid AutoChromecast - ⌘ PINNED2024
Flare engine — React Native game engine
React Native game devs pick between heavyweight engines that hide complexity and rolling everything from scratch each time. Neither scales for small teams who want both control and velocity.
TypeScriptReact NativeSkiaplanck.jsTurborepo