I'm a Computer Science undergraduate at the University of Westminster with a deep interest in game development, GPU architecture, and real-time rendering. I care about how low-level constraints shape higher-level experience, and I like building where systems thinking and visual craft meet.
Thanuka Perera
Building at the intersection of low-level hardware, real-time rendering, and creative digital production. I care about the places where silicon, systems, and visual craft collide.
Core identity
Quick rundown on who I actually am, what I'm into, and where my head's at between rendering, systems, and creative work.
Currently driving growth for BitByBit, an AI-native OS startup, while sharpening depth in C++, physics simulation, and RDNA architecture. I’m especially drawn to reverse engineering, runtime behavior, and the engineering choices that make software feel sharp instead of bloated.
Active station
Where I’m currently working and what I’m actually doing there — no fluff.
Strategizing go-to-market for an AI-native OS startup, analyzing engagement, producing multimedia assets across the Adobe suite, and supporting client-facing growth work. It sits in an interesting zone between creative execution, systems thinking, and product communication.
Academic background
The academic side — where the foundation was built and how the stack's been growing.
Technical identity
How my brain actually clusters things — grouped by how I think, not just a list of logos.
Deployed modules
Stuff I've actually shipped. Tools I built because the ones that existed weren't good enough.
Terminal streaming client with themed UI, caching, preloading, and MPV integration. Built for speed-of-thought media consumption instead of bloated playback flow.
Chinese animation streaming and download tool powered by a custom Wuxia-forged engine. Search, pick, play — one command, one authored world, one clean interface.
Field operations
Things I do outside of work because I genuinely care about the community.
Let’s build something sharp.
Game systems, GPU work, creative tooling — if it’s ambitious and technically interesting, I’m down. Let’s talk.