kayf.dev

About

Native performance, delivered to the web.

A slowly turning wireframe sphere, typeset in ASCII characters
Rendered live by a fragment shader: a wireframe sphere, typeset in ASCII, every frame.

I’m kayf.dev, a senior software engineer with 6+ years in systems engineering and low-level architecture, working across C++, Go, TypeScript and Solidity.

I work on the parts of a system that users never see and always feel: the transport under a multiplayer world, the settlement path under a payment, the compute pipeline under a frame. The constraints there are physical — packets that arrive late or not at all, memory that has to move without being copied, GPUs that stall the moment the CPU gets involved.

I treat those limits as the brief. Latency, memory and frame budgets come first; the architecture follows from them.

Most of that work ends up in the browser. WebAssembly, WebTransport and WebGPU finally give the web native-grade primitives. The craft is using them without losing what makes the web the web: instant, linkable and running on everyone’s hardware.

01 Practice

Languages
C++, Go, TypeScript and Solidity — plus WGSL and GLSL on the GPU.
Networking
QUIC and WebTransport, real-time state synchronization, distributed systems.
Graphics & compute
WebGPU and WebGL pipelines, compute shaders, GPU-driven rendering.
Native on the web
WebAssembly, SIMD, zero-copy interop, workers and off-main-thread design.
Protocols & ledgers
ISO 20022 messaging, EVM smart contracts, EIP-712 signing.

02 Principles

  1. 01

    Budgets before APIs

    Latency, memory and frame time are fixed first. Interfaces follow from them, not the other way round.

  2. 02

    One writer per state

    Every piece of shared state has exactly one owner. Everything else reads it.

  3. 03

    Measure what ships

    Profiles come from production builds on real hardware — never from dev mode.

03 Contact

Systems, platform or graphics work — get in touch.