<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>krupitskas 🌦️</title><link>https://krupitskas.com/</link><description>Recent content on krupitskas 🌦️</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Thu, 16 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://krupitskas.com/index.xml" rel="self" type="application/rss+xml"/><item><title>Modern rendering culling techniques</title><link>https://krupitskas.com/posts/modern_culling_techniques/</link><pubDate>Thu, 16 Apr 2026 00:00:00 +0000</pubDate><guid>https://krupitskas.com/posts/modern_culling_techniques/</guid><description>🌲 The best work is the work that never gets executed</description></item><item><title>That's me!</title><link>https://krupitskas.com/about/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://krupitskas.com/about/</guid><description>&lt;p&gt;Hey, that&amp;rsquo;s really me - leave something below if you ever stop by!&lt;/p&gt;
&lt;p&gt;My name is Nikita Krupitskas. I&amp;rsquo;m a software engineer specializing in rendering, game engine architecture, web graphics, and performance - the kind of beautiful technical problems I never get tired of.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;ve shipped multiple titles across my career (Saints Row 3 Remastered, Enshrouded, Six Days in Fallujah), worked in startups, and helped lay down core engine and renderer architectures. I love this work and have no plans to stop.&lt;/p&gt;</description></item></channel></rss>