About
Native performance, delivered to the web.
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
- 01
Budgets before APIs
Latency, memory and frame time are fixed first. Interfaces follow from them, not the other way round.
- 02
One writer per state
Every piece of shared state has exactly one owner. Everything else reads it.
- 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.