whoami

Kacper Tucholski

@Nyjako · Poland

“I like to code stuff.”

$ cat /var/log/boot.log

How we got here

  1. Chapter 1: The beginning

    Born in 1999, in Poland. Total honesty: computers didn't interest me even a little — until a primary school teacher handed the class Scratch as an assignment.

    I was 10–12, it was around 2009, and something about snapping blocks together to make things happen flipped a switch. I kept going at home, purely because it was fun.

    From there it was The Games Factory 2, then RPG Maker — mostly RPG Maker, because a fan translation meant I could build things without needing English yet. Me and my friends made some genuinely bad games and had an absolute blast playing them anyway.

  2. Chapter 2: Something more

    Junior high, still no English, and I wanted to do something more serious. I found a C++ tutorial series. It was too early — I mostly just installed a pile of garbage on my PC and called it learning.

    What actually stuck was .bat files. Three years, a lot of scripts: a shutdown helper you could tell ‘turn off in N hours,’ something like netuser for changing passwords (which, somehow, let me change the admin password on my school PC — no idea what was supposedly protecting that), and a pseudo-virus that dropped a copy of itself into the autostart folder and just closed the PC the moment it launched.

  3. Chapter 3: Finally, some real coding

    High school. I went back to that same C++ tutorial series and this time it clicked — C++ became my favorite language on the spot. Three years working through it up to classes, plus a lot of time solving problems on SPOJ.

    Around 18 I finally discovered GitHub. Unfortunately most of what came before it is gone — turns out even a private repo doesn't save itself if you never actually make one. That code lived on random drives and a Google Drive folder that no longer exists.

    I had a GitHub account and still didn't push anything for a long time — I had this idea I wasn't good enough yet, that a repo from me would just take up storage space real developers could use. Not my finest take. My English got good enough to read docs comfortably around here too.

  4. Chapter 4: College

    Bachelor of Engineering, 2018–2023 — the “2023” is doing some heavy lifting, since work got in the way of the thesis and I eventually had to scrap the draft and defend later, starting mostly from scratch.

    First year was easy thanks to existing C/C++ knowledge. I loved the program itself: interesting subjects, actual cool problems to solve, classmates who wanted to talk about the same nerdy stuff I did. We covered C, C++, JS, TS, Java, SQL, HTML, CSS, Python and more, plus my first real contact with Linux.

    It didn't feel like school before — professors were reachable, treated us like adults, and the projects were genuinely fun to build, even under pressure to adapt fast.

    Second year, I ran a web-scraping experiment for about a month straight — no checkpoints, because what can go wrong. Windows picked that exact week to auto-update and reboot my PC. I got mad enough to wipe the machine and install Arch Linux on the spot. Later moved to Manjaro. Still there.

  5. Chapter 5: Current times

    Not employed as a programmer yet — the market's rough right now, AI's eating a lot of entry-level air — but still writing code every chance I get.

    Sometime in 2025 I decided C++ was often too much complexity for no real reason, and C quietly became the favorite. CMake got swapped for plain Makefiles once too many small projects had more CMake in them than actual C. Same instinct killed my patience for shipping 200kb of React to render a static page — not because React is bad, just because that's a crime against a landing page. These days it's plain HTML/CSS/JS where possible, and Astro as a bundler everywhere else.

$ ps aux | grep nyjako

Currently running

  • dbd-bounty-hunter →

    Actively shipping — last commit landed within a day of writing this.

    started Jul 31, 2026

  • 1.44MB Game Dev Contest entry →

    A Doom/Wolfenstein-style game that has to fit in 1,474,560 bytes — the size of a 3.5" floppy disk. Written in C with a raw pixel buffer, leaning on GOBLIN's window.h. Private for now, might open-source later.

    private repo — no public activity to show

  • GOBLIN →

    A tiny header-only collection of helpers, utilities for C and C++

    started Apr 16, 2026

$ lsmod

What's loaded

languages

  • C
  • C++
  • C#
  • JavaScript
  • TypeScript
  • Python
  • CSS
  • HTML
  • Rust

frameworks

  • Node.js
  • MySQL
  • ReactJS
  • Tailwind CSS
  • Next.js
  • Nuxt.js
  • Express
  • Prisma
  • Astro
  • Axum
  • Leptos
  • Drogon

tools

  • Git
  • ESLint
  • Postman
  • CMake
  • SQLx

platforms

  • Windows
  • Linux

[01] mount /kernel

Systems / low-level

The strongest, most differentiated thread in the work below: bootloaders, header-only C, terminal UIs, and libraries that talk directly to the OS.

[02] mount /netstack

Web / full-stack

Comfortable across the stack — React SPAs, a Rust web trio (Axum, Leptos, SQLx), and a C++ web framework scaffold.

[03] mount /usrdev

Gaming tools & bots

A genuine hobby cluster, not portfolio filler — mostly Dead by Daylight and Steam tools built to fix a real, specific annoyance.

[04] mount /sandbox

Practice & smaller utilities

Smaller reps — the kind of thing you build to learn a corner of a language properly.

# CHANGELOG.md

The pattern, if you're looking for one

- v1: "I like building the tool the problem calls for"
- v2: "C > C++, Make > CMake, JS is a crime against static pages"
- v3 (this one): turns out I just enjoy removing complexity more than adding features. That's the actual pattern — C, Makefiles, header-only libraries, pages that load before you've finished clicking the link. React and CMake still have their place, I just make them earn it now.

> In case of fire: git commit, git push, leave the building.

also studied (forked, not authored)

  • c3ccompiler for the C3 language
  • SourceDemoRenderhigh-quality movie rendering for the Source engine
  • abaddonalternative Discord client, C++/GTK3

$ neofetch

osManjaro Linux
now playingEminem, NF, Gorillaz
coding soundtrackLofi / synthwave
single-playerResident Evil 4, Dark Souls, God of War, Bloodborne
multiplayerTeam Fortress 2, Dead by Daylight, Hunt: Showdown 1896
noteOwns a PS4. For Bloodborne. Just Bloodborne.

$ history | grep editor

Editors, ranked by when I actually used them

  1. Code::Blocks

    First editor I ever used, purely because the C++ tutorial I was following used it. Not a great IDE, if I'm honest — Visual Studio beats it in pretty much every way.

  2. Visual Studio

    Genuinely refined, loaded with tools. Only real complaint is that it's Windows-exclusive — but on Windows it's amazing. Only ever used it for C++ and C#.

  3. Atom

    Ran this alongside Visual Studio for everything else — HTML, CSS, JS, Python. I was mainly writing C++ at the time, so Atom picked up the rest. Nothing bad to say about it.

  4. VS Code

    Markets itself as lightweight, ships a crap-ton of useful extensions, and is now busy forcing AI features on you whether you asked or not. It's trying to be the IDE for everything, and somewhere along the way it stopped feeling good.

  5. Vim / Neovim

    A genuinely good editor if you put in the time. I know the basics — including the crucial life skill of closing it without unplugging the power supply. It's fast, it lets you move fast, and it's still the best tool for SSH sessions and massive log files. I just haven't found the resolve to actually learn it properly.

  6. Helix

    Trying to be Vim but simpler. I know the basics here too, but if I'm ever going to commit to learning one editor from this family properly, it's going to be Vim, not this.

  7. Sublime Text

    A paid editor that, to me, feels like a joke — nothing about it felt revolutionary enough to justify the price. Tried it, wasn't convinced.

  8. JetBrains suite

    Big, clunky, absolutely packed with features — great when you need serious debugging or code analysis. Feels oversized for small projects, but if you're making a game and need real IDE support talking to an engine like Unreal or Unity, Rider is fantastic.

  9. Zed

    Fast, feels like home if you've spent years in VS Code, and lets you kill AI features with a single toggle or point it at a local model through LM Studio instead. Fewer extensions than VS Code, but it follows the principle I actually care about: reduce complexity.