
Over six months, Andrey Glitchman enhanced the defold/defold repository by delivering nine features and resolving three bugs, focusing on cross-platform game engine improvements. He implemented OpenGL ES and ASTC texture compression for ARM64 Linux, expanded camera zoom controls, and refactored system information gathering for maintainability. His work addressed browser audio autoplay restrictions and improved collision event reliability, using C++, JavaScript, and Lua across embedded, web, and desktop targets. By integrating localization in Medusa’s admin dashboard and modernizing build systems, Andrey demonstrated depth in graphics programming, configuration management, and event handling, resulting in more robust, portable, and developer-friendly tooling.
June 2025: Across defold/defold, delivered four targeted changes focused on UX, stability, and maintainability. Key features include Web Audio Auto-Resume on User Interaction to bypass browser autoplay policies and improve multimedia UX; GLFW Gamepad API Compatibility and Error Handling to align with the latest Emscripten API and improve input reliability; and Platform-specific System Information Refactor to separate Linux and Web specifics for better maintainability. Major bug fix: Collision Event Processing Robustness ensuring physics messages are delivered even when one colliding object disables events. Overall impact: smoother web audio experiences, more reliable gameplay physics, updated cross-platform API compatibility, and clearer cross-platform data gathering, reducing support friction and accelerating future iterations. Technologies demonstrated: cross-platform development, API modernization (Emscripten/MainLoop changes), robust event handling, and modular refactoring with commit-traceability.
June 2025: Across defold/defold, delivered four targeted changes focused on UX, stability, and maintainability. Key features include Web Audio Auto-Resume on User Interaction to bypass browser autoplay policies and improve multimedia UX; GLFW Gamepad API Compatibility and Error Handling to align with the latest Emscripten API and improve input reliability; and Platform-specific System Information Refactor to separate Linux and Web specifics for better maintainability. Major bug fix: Collision Event Processing Robustness ensuring physics messages are delivered even when one colliding object disables events. Overall impact: smoother web audio experiences, more reliable gameplay physics, updated cross-platform API compatibility, and clearer cross-platform data gathering, reducing support friction and accelerating future iterations. Technologies demonstrated: cross-platform development, API modernization (Emscripten/MainLoop changes), robust event handling, and modular refactoring with commit-traceability.
May 2025 performance summary for defold/defold: Delivered a targeted API enhancement to the camera orthographic zoom, upgrading from boolean-based zoom control to numeric zoom values, along with tests and validation to ensure numeric zoom behavior. This change improves precision, usability, and developer experience, with a clean API surface and test coverage.
May 2025 performance summary for defold/defold: Delivered a targeted API enhancement to the camera orthographic zoom, upgrading from boolean-based zoom control to numeric zoom values, along with tests and validation to ensure numeric zoom behavior. This change improves precision, usability, and developer experience, with a clean API surface and test coverage.
April 2025 — defold/defold: Focused on browser autoplay policy alignment for audio playback. Implemented audio resume on user interaction by triggering DefoldSoundDevice.TryResumeAudio() on mouse down and touch start, ensuring audio resumes after user action across browsers that block autoplay. The change, tied to GLFW JS library update (#10464), is captured in commit 55120540120656d0c99adbe238c9ddac0f4f47c5. Impact: smoother first-audio experience, higher engagement, and reduced support friction. Demonstrated skills: JavaScript/audio subsystem, event-driven design, cross-browser testing, and commit traceability.
April 2025 — defold/defold: Focused on browser autoplay policy alignment for audio playback. Implemented audio resume on user interaction by triggering DefoldSoundDevice.TryResumeAudio() on mouse down and touch start, ensuring audio resumes after user action across browsers that block autoplay. The change, tied to GLFW JS library update (#10464), is captured in commit 55120540120656d0c99adbe238c9ddac0f4f47c5. Impact: smoother first-audio experience, higher engagement, and reduced support friction. Demonstrated skills: JavaScript/audio subsystem, event-driven design, cross-browser testing, and commit traceability.
February 2025: Delivered OpenGL ES support on Linux ARM64 (Raspberry Pi and handheld devices) for Defold. Updated shader compilation, graphics adapter definitions, and gamepad input mapping to broaden hardware compatibility and enable ARM64 Linux deployments. Commit 001803ecd5d9bf695ea0c9e1c7383acc790c70ac (#9984).
February 2025: Delivered OpenGL ES support on Linux ARM64 (Raspberry Pi and handheld devices) for Defold. Updated shader compilation, graphics adapter definitions, and gamepad input mapping to broaden hardware compatibility and enable ARM64 Linux deployments. Commit 001803ecd5d9bf695ea0c9e1c7383acc790c70ac (#9984).
January 2025 performance summary: Expanded platform support and reliability across two repositories. Implemented ARM64 texture compression by integrating astcenc for Linux ARM64 and enabling NEON in the build, fixed Linux Clang path resolution for x86_64 and arm64, and added Russian localization to the Medusa admin dashboard including date formatting and UI translations. These changes improve runtime texture quality on ARM64 devices, ensure consistent cross-architecture builds, and broaden market reach through localization.
January 2025 performance summary: Expanded platform support and reliability across two repositories. Implemented ARM64 texture compression by integrating astcenc for Linux ARM64 and enabling NEON in the build, fixed Linux Clang path resolution for x86_64 and arm64, and added Russian localization to the Medusa admin dashboard including date formatting and UI translations. These changes improve runtime texture quality on ARM64 devices, ensure consistent cross-architecture builds, and broaden market reach through localization.
Month: 2024-11 — Delivered two major capabilities for defold/defold. 1) Quaternion-Euler conversions in vmath: added quat_to_euler and euler_to_quat with gimbal-lock handling, fixed rotation order (YZX), and degrees units for quaternion/euler conversions. Commits: ba3192d2475d2d3690fbbb1ab581aa2913ef8c90. 2) WebGL 1.0 ANGLE_instanced_arrays support detection and instancing flag: detect extension during GL context initialization and enable instancing by setting m_InstancingSupport when the extension is available. Commits: 373bf5052d5d57da13f0d27370be7def13081792. Business value: improved 3D math reliability and API usability for game developers; WebGL rendering efficiency with prepared instancing path on supported devices. No major bugs fixed this month. Overall impact: strengthened core math tooling and rendering capabilities, enabling more complex scenes with better performance.
Month: 2024-11 — Delivered two major capabilities for defold/defold. 1) Quaternion-Euler conversions in vmath: added quat_to_euler and euler_to_quat with gimbal-lock handling, fixed rotation order (YZX), and degrees units for quaternion/euler conversions. Commits: ba3192d2475d2d3690fbbb1ab581aa2913ef8c90. 2) WebGL 1.0 ANGLE_instanced_arrays support detection and instancing flag: detect extension during GL context initialization and enable instancing by setting m_InstancingSupport when the extension is available. Commits: 373bf5052d5d57da13f0d27370be7def13081792. Business value: improved 3D math reliability and API usability for game developers; WebGL rendering efficiency with prepared instancing path on supported devices. No major bugs fixed this month. Overall impact: strengthened core math tooling and rendering capabilities, enabling more complex scenes with better performance.

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