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Dery Almas

PROFILE

Dery Almas

Worked extensively on the Godot and Redot-Engine repositories, delivering robust Wayland integration and UI improvements across Linux platforms. Focused on low-level C++ and C programming to enhance window management, input handling, and protocol compatibility, addressing race conditions, resource leaks, and scaling issues. Implemented features such as multi-client embedding, high-DPI self-fitting windows, and protocol updates, while resolving bugs related to keyboard input, popup behavior, and memory safety. Leveraged skills in system programming, compiler optimization, and cross-platform development to improve reliability and maintainability. Regularly validated changes through targeted testing, ensuring stable user experiences and streamlined workflows for game engine contributors.

Overall Statistics

Feature vs Bugs

38%Features

Repository Contributions

48Total
Bugs
20
Commits
48
Features
12
Lines of code
7,497,638
Activity Months10

Work History

May 2026

2 Commits

May 1, 2026

May 2026 monthly summary focusing on stability and input reliability in the Godot Wayland embedder.

April 2026

2 Commits • 2 Features

Apr 1, 2026

April 2026 summary: Delivered key Wayland and embedding-related improvements for godotengine/godot, delivering measurable business and technical value.

March 2026

1 Commits • 1 Features

Mar 1, 2026

March 2026 monthly summary focused on delivering stability and robustness in the Wayland pathway of the Godot project, with a targeted fix to window readiness synchronization and related window management logic. The work enhances reliability for Wayland users and lays groundwork for future graphics-system improvements.

February 2026

10 Commits • 1 Features

Feb 1, 2026

February 2026: Delivered five Wayland-focused improvements in godotengine/godot to enhance stability, correctness, and performance on Wayland-based desktops. Implemented FD leak fix by moving cleanup outside of message handling; stabilized current output mode processing; corrected input button bindings; optimized window resizing by skipping redundant resize calls; fixed a buffer scaling race by consistently passing scale with window size updates. Result: fewer resource leaks, more reliable HiDPI rendering, and more predictable input behavior across Wayland compositors, enabling a smoother user experience and faster debugging.

January 2026

2 Commits

Jan 1, 2026

January 2026: Focused on stabilizing Wayland UI in godotengine/godot. Delivered targeted fixes to IME handling and popup scaling to improve responsiveness, visual consistency, and overall UX on Wayland. Result: reduced UI glitches, smoother user experience for Linux users, and fewer regressions.

December 2025

11 Commits • 3 Features

Dec 1, 2025

December 2025 focused on Wayland reliability, UI fidelity, and maintainability across Godot and Redot-Engine. Key outcomes include delivering Wayland self-fitting window scaling for high-DPI displays, fixing focus handling in embedded processes, preventing mutation of a copied WindowState during cleanup, upgrading Wayland internals to protocol 1.46 with cleanup, and enabling non-interactive window resizing with state-based limitations. A cross-repo maintenance item in Redot-Engine addressed cleanup correctness in the viewporter. These changes reduce crash risk, memory leaks, and edge-case UI issues, delivering measurable business value by improving Linux Wayland UX and ensuring long-term maintainability.

November 2025

14 Commits • 4 Features

Nov 1, 2025

November 2025: Key features delivered include the Wayland Multi-Client Embedding Protocol Proxy for Godot, enabling embedding of full-featured Wayland clients into the editor with state tracking and emulation; Wayland Keyboard Input Improvements providing compose/dead keys, default keyboard repetition values, and unified key handling with validation; and a protocol update to Wayland 1.24.0 introducing registry object deletion, shm release, and server-side keyboard enhancements. Major bugs fixed include fixes for trailing garbage in the embedder's argument passing (switched to initializer_list usage and corrected arg counts), initialization fixes ensuring socket setup outside TOOLs_ENABLED, and safeguards against division-by-zero in repeat rate handling that prevent SIGFPE and improve runtime stability across Wayland input paths. Overall impact and accomplishments: Strengthened editor-time embedding capabilities for Wayland clients, improved input reliability and compatibility across clients, and kept protocol bindings aligned with upstream Wayland changes, reducing maintenance overhead and risk of runtime errors. Technologies/skills demonstrated: Cross-repo C macro portability (GCC macro handling and _Pragma usage), protocol proxy architecture and state modeling, unified input handling and validation, initializer_list-based argument passing, and build-configuration awareness across platforms.

October 2025

1 Commits

Oct 1, 2025

2025-10: Wayland display initialization race condition fix delivered for godot, improving startup reliability on Wayland. This month focused on diagnosing a race between wl_display_roundtrip and the ongoing event loop during initialization, implementing a deferred event thread initialization, and validating the fix through stress testing. Demonstrated strong concurrency debugging, targeted testing, and cross-team collaboration with libdecor.

August 2025

1 Commits

Aug 1, 2025

Month: 2025-08. Summary: Focused on stabilizing cross-platform UI behavior in Redot-Engine. Key bug fix delivered: Popup visibility state now resets the hide reason when the popup becomes visible, ensuring consistent behavior across platforms and preventing semi-random issues in internal APIs (notably during scene tree editor node renames). Implemented in commit 31f7d68ef48d5eec797114ed5883970fe6391491. Impact: Increased reliability of popup UX across environments, reduced developer debugging time, and improved stability of the scene editor workflow. Skills demonstrated: UI state management, cross-platform testing, disciplined commit hygiene, and effective problem reproduction and resolution.

July 2025

4 Commits • 1 Features

Jul 1, 2025

July 2025 performance summary for V-Sekai/godot focused on stabilizing the Wayland backend and improving user interface reliability. Key changes were implemented with targeted commits to reduce failure modes and prevent UI overlap, delivering measurable business value in reliability and usability for end users.

Activity

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Quality Metrics

Correctness95.0%
Maintainability87.2%
Architecture87.6%
Performance88.8%
AI Usage25.8%

Skills & Technologies

Programming Languages

CC++MarkdownPythonXML

Technical Skills

C programmingC++C++ developmentC++ programmingCompiler optimizationCross-platform developmentEmbedded SystemsError handlingGame DevelopmentGame engine developmentGraphics ProgrammingLinux developmentLow-level ProgrammingPython programmingUI Development

Repositories Contributed To

4 repos

Overview of all repositories you've contributed to across your timeline

godotengine/godot

Oct 2025 May 2026
8 Months active

Languages Used

C++XMLCMarkdownPython

Technical Skills

Waylandmultithreadingsystem programmingC++C++ developmentC++ programming

V-Sekai/godot

Jul 2025 Jul 2025
1 Month active

Languages Used

C++

Technical Skills

C++Game DevelopmentUI Developmentbackend development

Redot-Engine/redot-engine

Aug 2025 Dec 2025
3 Months active

Languages Used

C++

Technical Skills

C++ programmingUI designgame developmentLinux developmentWaylandinput handling

wolfpld/tracy

Nov 2025 Nov 2025
1 Month active

Languages Used

C++

Technical Skills

C++ developmentCompiler optimizationError handlingcompiler optimizationmacro programming