kulina.dev · Medium · Discord
I build programming languages and the tooling that makes them feel real: compilers, IDE integration, and all the unglamorous plumbing in between. If a project involves a lexer, an IR, or a plugin API, I am probably having a great time. The rest of the time I write game engines, because apparently I enjoy suffering at every layer of the stack.
A modern, type-safe, expressive language running on .NET. The whole frontend and codegen, written in C#.
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Iona-Kotlin-IR: A demo backend that translates Iona IR into Kotlin IR and rides the Kotlin compiler down to a runnable JVM JAR. Built as a Kotlin compiler plugin, so the JVM heavy lifting comes for free.
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Iona-IntelliJ-Plugin: A demo IntelliJ plugin that gives Iona first-class editor support: a JFlex lexer, a Grammar-Kit PSI tree, syntax highlighting, go-to-definition, and live diagnostics straight from the compiler.
Note
Both the backend and the plugin are demos: small, focused, and built to show how Iona plugs into the JVM and into IntelliJ. The language itself is where most of the work lives.
A Windows game engine with gameplay scripting in Swift, written in C++. Yes, Swift on Windows. Yes, Swift for Games.
DualSense controller support for Windows, in C++.
A lightweight dependency injection framework for Swift.
Kotlin · C# · Swift · C++ · Rust · TypeScript
Lately mostly Kotlin and C#, with Kotlin Multiplatform and Compose when there is UI to build.
I build stuff. Occasionally the stuff builds back.





