I'm a software engineer with a Ph.D. in mathematics, and a video game (engine) developer.
♦ E-mail: ricardo.buring@gmail.com ♦ Website: rburing.nl ♦ GitHub: @rburing ♦ CV: cv_rburing.pdf
This is a selection of my creative work:
Various video games, including two that were ranked #1 in the respective game jams they were created for.
A combination of golf and darts.
Made for the GMTK Game Jam 2026 (July 2026).
Fast-paced arcade game with a minimalistic mouse movement control scheme.
Made for the Uplifting Game Jam (November 2025).
Action game with a rigid body player controller and 3D physics locked to the water plane.
Made for the Chonky Duck Jam (May 2025).
Action game with a smooth first-person character controller and 3D physics.
Made for GDKO 2025 Round 1 (January 2025).
(Also featured at the start of the GDKO 2025 Round 1 Results and Round 2 Reveal video.)
Massively multiplayer online board game, a real-time variant of Scrabble™.
Adventure game with a custom rule-based dialogue system and puzzles.
Made with two teammates: @WickedWhite (art) and @trashtier_games (music, additional programming).
Winner of the Do You WANNA Jam?! (August 2023) which had 80 submissions.
Action game with 2D rigid body physics and hand-drawn original art.
Made for the Godot Fire Charity Jam 1 (October 2021).
Virtual reality game taking place on a surface with unusual geometry.
Made for the Godot XR Game Jam (February 2025).
Arcade game with an elastic character that can move only by stretching.
Winner of Trijam #303: The 3 hour game jam (January 2025) which had 17 submissions.
Blind-accessible text adventure.
Made for the Games for Blind Gamers Jam #4 (February 2025).
Bootleg digital version of the card game Horrible Therapist.
Made as a Christmas gift (December 2024) when the original game was out of stock.
More video games and prototypes that I created can be found at rburing.itch.io.
Software developed for businesses.
Web application to test and grade employees' knowledge.
Developed and supported 2018 – 2025.
Mobile-friendly web application for employees.
Developed and supported 2018 – 2025.
Some business processes consisted of a form submission, manual processing of the input, and a final confirmation of processing. I automated the last step.
Developed in 2024.
Selected contributions to FOSS projects.
A free and open-source 2D, 3D and XR game engine. With over 100 pull requests I am a regular contributor, listed as one of the authors, and a member of the physics team.
Contribution time frame: 2020 – present.
The Fast Library for Number Theory.
Contribution time frame: 2023 – present.
A free and open-source mathematics software system.
See also my experience with SageMath support below.
Contribution time frame: 2018 – present.
Software developed and used to advance mathematics research.
JIL is a C++20 library for fast computations with straight-line programs.
Developed by the ODELIX team, where I am the lead software engineer.
In particular I reduced the build-time dependencies to zero, I improved compatibility with older compilers, I implemented the Julia interface JustInline.jl and made it easy to install (by shipping binaries of JIL).
Contributing 2025 – present.
Online database of research data (universal deformations of Poisson structures obtained from graph cohomology classes), developed during my postdoc at Inria Saclay.
The website is generated (from TOML configuration files for research metadata) by a custom static site generator written in Rust.
In development 2025 – present.
Developed during my Ph.D. and used to obtain the computational results in my Ph.D. dissertation.
Developed and supported 2020 – present.
Developed during my postdoc at Inria Saclay to solve systems of ordinary differential equations with high-degree polynomial coefficients numerically with high precision.
Developed 2023 – 2025. Part of this work has been merged into FLINT.
Developed during my postdoc at Inria Saclay to find explicit representatives of wheel cohomology classes in Kontsevich's graph complex.
In development 2024 – present.
My experience providing technical support for software.
In the MATHEXP team at Inria Saclay I have supported four fellow team members by helping them compile and run their software on the high-performance computing cluster Margaret.
I supported two graduate students at the University of Groningen by helping them run my gcaops software on the Hábrók HPC cluster.
As a teaching assistant at École Polytechnique I provided support to students who were learning Java, C++, and concurrent and distributed programming.
At the University of Mainz I led tutorial classes in computer algebra and supported students learning SageMath.
For the first two tutorials in computer algebra in Mainz, I developed an introductory interactive worksheet for students to get acquainted with SageMath, and refined it over several years.
For the concurrent and distributed programming course at École Polytechnique, I proposed two new student projects, which were accepted and completed by several groups of students.
I supported many users on the Ask SageMath Q&A platform by answering their questions.
Also, some of my answers on Math.StackExchange use SageMath: #1729507, #3166456, #4025675, #4721193.
Some of my help with SageMath is acknowledged in research papers:
Events I've co-organized.
I co-organized the 2025 FLINT development workshop in Palaiseau.
See the report by Fredrik Johansson for a summary.
My experience creating content.
I do regular live streams of video game development on twitch.tv/rburing.