I'm building foundational tools around programming languages, GPU compute, agent orchestration, and CAD kernels for the LLM age.
Most of my work explores how programming systems should change when humans, compilers, GPUs, and LLMs all become part of the same development loop.
- Dominatus - Iterator-based C# behavioral runtime kernel for LLM orchestration, automation, and game/simulation engines.
- Oct/libprometheus - Go-based scientific programming language and virtual LLM laboratory, paired with an adaptive Vulkan GPU compute runtime. SGEMM module completed.
- Aetheris - Experimental STEP AP242-based analytic geometric CAD kernel in C#. Hybrid BRep/FRep/Sweep architecture. No NURBS.
- TSPack - Go based TypeScript packaging and lifecycle manager.
- Copeland - TypeScript to C# runtime lowering experiment + C# Machina UI port.
- WyrmCoil - Dominatus architecture-based experimental game engine in Rust, TOML based asset system, SDSL-V shader language => HLSL => SPIR-V compiler.
- Marionette - Ultra-lightweight C++ test harness.
- MachinaLayout.JS Absolute position based layout/routing system alternative to HTML/CSS, supports React, React Native, and Vue components.
- InputMan - C# library for input action maps + rebinds
- Margaret - Rust based ray tracer.
- Tominal Studio - 2D wire harness design tool in TypeScript.
- GenerativeCompressionProtocol - LLM native semantic compression protocol.
- ClaudesGuide - Claude's Guides on How To Code Better for Humans (And Do Other Things Good Too)
- worst - The worst possible piece of code in the worst possible programming language.
- Agentic control theory
- Advanced manufacturing workflow + optimization
- LLM intelligence, behavior, and safety
- Semantic programming language design
- Computational solid mechanics/fluid dynamics
- GitHub: @yuechen-li-dev


