Panos Karabelas

Currently: Graphics / Engine Programmer at BeamNG

Panos Karabelas

I build renderers, and the engines around them.

Twelve years on a solo engine with real-time path-traced global illumination. Before that, shipped titles at AMD, Codemasters and Sony. The rendering code I write on nights and weekends now runs inside Godot Engine and S.T.A.L.K.E.R. Anomaly.

The Spartan Engine editor rendering the Sponza scene with real-time path-traced global illumination
3.1k GitHub stars
3.1k GitHub stars on Spartan Engine
12 yrs One engine, one engineer, near-daily
600+ Engineers in the Spartan Discord
Godot …and S.T.A.L.K.E.R. Anomaly ship my rendering code

Spartan Engine

A bindless, GPU-driven engine with real-time path-traced global illumination

The full breakdown
The Spartan Engine editor rendering a procedural forest at sunset, with the scene hierarchy, inspector and profiler visible

Built around one principle: the GPU owns the data. Every resource — geometry, materials, textures, lights, transforms, bounding volumes — lives in persistent, globally accessible buffers. No per-draw descriptor updates. No CPU-side draw loops.

  • ReSTIR path tracing

    Spatiotemporal reservoir resampling for real-time multi-bounce global illumination. No bake step, no light probes.

  • Zero-binding draw path

    All per-draw data sits in a single bindless storage buffer. Push constants carry an index and nothing else.

  • Hardware ray tracing

    Ray-queried reflections and shadows sharing one vertex-pulling path with the rasteriser.

  • 200 Hz vehicle dynamics

    Pacejka MF 5.2 tyres with thermal, pressure and wear models, inside the PhysX fixed-timestep loop.

  • Vulkan and DirectX 12

    One universal HLSL codebase compiled to both SPIR-V and DXIL, from the same shaders.

  • Oceans, clouds and fog

    Tessendorf FFT ocean in compute, Nubis-style volumetric clouds, froxel volumetric fog with temporal reprojection.

Track record

Where the work has shipped

Full history

BeamNG

2025 — Present

Graphics / Engine Programmer

AMD

2022 — 2024

MTS Developer Technology Engineer

Embedded with studios across the UK and Europe, profiling and rewriting their GPU pipelines. Returnal, The Callisto Protocol and Suicide Squad were among them.

Codemasters (EA)

2020 — 2022

Senior Graphics Programmer

Shipped Dirt 5 across six platforms, from Stadia to Xbox Series X.

Sony Interactive Entertainment

2016 — 2019

Generalist Programmer

Environmental-analysis AI and the debug tooling behind an unreleased PSVR title.

The podcast

Conversations with people worth listening to

I sit down with the brightest minds I can find across cutting-edge industries and ask the questions I actually want answered. Pilot episodes are live.

Panos Karabelas at a desk surrounded by monitors and hand-drawn GPU diagrams