I’m Harold — a rendering engineer building a custom game engine from the ground up using Metal.
This channel is where I break down how real-time renderers work — not just in theory, but in code.
You’ll learn how engines manage rendering pipelines, build frame graphs, sort draw calls, and submit commands to the GPU — all while seeing it happen live inside my engine.
Whether you're a graphics programmer, engine enthusiast, or just curious about how a frame really gets drawn, you’ll find deep, visual-first explanations here.
Rendering. Architecture. Performance. Explained clearly.