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Matthew Berger ๐Ÿฆ€

Hi, I'm Matthew Berger ๐Ÿฆ€

Senior Staff Rust engineer โ€ข Founding software engineer at Hyphen (2021-2026)

About Me

Senior Staff Rust Software Engineer working with Rust since 2016, with 5 years in production robotics.

As founding software engineer at Hyphen (2021-2026), I built the food assembly platform from first commit to a full controls suite in 22 months, underpinning $35M+ in combined investment from Chipotle and Cava. The platform runs on a real-time async pub/sub message broker with sub-millisecond latency across 4+ years of fleet operation.

Open source: 280k+ crates.io downloads (freecs, enum2 family) and the Nightshade game engine (live demo).

Experience

Founding Software Engineer (Senior โ†’ Staff โ†’ Senior Staff)

Hyphen Robotics

Jul 2021 - May 2026

  • Diagnosed scaling limitations in the legacy PLC system, led the technical pivot to embedded Rust, and pioneered RP2040 firmware with Embassy-rs, creating the first Rust TMC5160 motor and AS5048A encoder drivers proving Rust could meet real-time control loop requirements
  • Architected and built the food assembly robotics controls software, with 1,000+ pull requests merged across 4 years, from getting the first motor moving to orchestrating cloud services
  • Designed and built MBTT (Matt Berger Telemetry Transport), the async pub/sub message broker over TCP with cross-host bridging, length-prefixed postcard framing, and compile-time topic contracts via procedural macros, coordinating every distributed process across the industrial PC and RP2040 boards at sub-millisecond local latency across 4+ years of continuous fleet operation
  • Implemented a no_std embedded MBTT client on Embassy with bounded static channels, integrating RP2040 firmware into the same pub/sub topology as the industrial PC
  • Authored the controls suite as a multi-process system of state-machine-based servers corresponding to the robot equipment, communicating via typed command/event contracts over the broker, with coordinator servers orchestrating cross-subsystem behavior
  • Shipped Hyphen Studio, a Dioxus desktop application enabling operators to configure makeline layouts and parameters directly
  • Built Hyphen Explorer (Bevy + egui) for real-time IPC visualization, debugging, and system control, achieving 100% adoption across all Hyphen engineers
  • Rewrote the TypeScript/GraphQL tablet portal in pure Rust with Leptos, connecting over WebSockets to a forwarding server that bridges broker topics out to web clients, enabling direct import of the same Rust contract types used across the controls suite
  • Mentored 6 engineers new to Rust into productive contributors within 2 months each, enabling parallel horizontal platform expansion over the following year
  • Built a custom Yocto Linux distribution and AWS Greengrass-managed OTA pipeline delivering firmware and software updates to makelines

Software Engineer III

Sierra Nevada Corporation

May 2020 - Jul 2021

  • Developed C++/Rust aerospace imaging system capable of collecting and orthorectifying 5GB/sec of pixel data during a flight
  • Built asynchronous Rust simulator for unavailable flight hardware, saving 3 months on project timeline

Software Engineer

Scientific Games

Jul 2019 - May 2020

  • Contributed to the GDK, Scientific Games' Unity-based engine powering casino game titles across their portfolio
  • Migrated multiple shipped casino game titles from Unity's legacy GUI text system to TextMeshPro, modernizing typography rendering across the GDK portfolio

Software Engineer (Intern through Full-Time)

Hamilton Company

Oct 2014 - Jul 2019

  • Built safety-critical software in a cross-disciplinary environment that calibrates and operates liquid-handling medical robots
  • Reduced calibration development from 2 months to 2 weeks by consolidating multiple applications into a single GUI and reusable plugin framework
  • Developed the calibration application that a major customer, Illumina ($2M in machine purchases), used to drive Hamilton's robot firmware
  • Built software adapters bridging SiLA-compliant and non-SiLA lab instruments, expanding Hamilton's interop reach across third-party device manufacturers and driving instrument sales

Skills

Tools and domains I've shipped to production.

Rust Embedded systems Real-time control Robotics Async / Tokio
AWS C# C++ Dioxus Docker Embassy GitHub Actions Go Greengrass IoT IPC Leptos Message brokers OpenGL Pulumi Python RP2040 TypeScript Vulkan WebAssembly Yocto Linux egui wgpu

Published Crates

bamboo-ssg ๐Ÿฆ€

A fast static site generator written in Rust. Markdown + Tera templates, syntect-highlighted code blocks with copy/line-numbers toolbar, live-reload dev server with incremental builds, RSS/Atom/sitemap, Sass, responsive images, and an embedded default theme. Powers this site and matthewberger.dev/articles.

Rust Static Site Tera syntect

cameras ๐Ÿฆ€

A cross-platform camera library for Rust with data-oriented design: explicit format negotiation, push-based frame delivery, typed errors, zero trait objects. macOS (AVFoundation), Windows (Media Foundation), Linux (V4L2), plus optional RTSP. Ships with dioxus-cameras and egui-cameras integration crates.

Rust AVFoundation Media Foundation V4L2 RTSP

charter ๐Ÿฆ€

Structural codebase intelligence for LLMs via MCP. Parses Rust and Python projects with tree-sitter, builds an in-memory index of symbols, call graphs, type hierarchies, and cross-references, then exposes it through structured JSON tools. Sub-millisecond query latency.

Rust MCP tree-sitter LLM

dhcplease ๐Ÿฆ€

A cross-platform DHCP server library and CLI with full protocol implementation (all 8 DHCP message types), Option 61 client identifiers, Option 82 relay-agent echo, static MAC-to-IP bindings, persisted leases, concurrent packet handling with rate limiting. Async Tokio. Runs natively on Windows, including interface binding (rare for open-source DHCP servers).

Rust Tokio DHCP Networking

egui-thematic ๐Ÿฆ€

A theme editor and configuration system for egui applications with full control over 73 visual properties, live preview window, 9 built-in presets (Dracula, Nord, Gruvbox, Solarized, Tokyo Night, etc.), random theme generation, JSON/Rust code export, and persistence.

Rust egui Theming

enum2contract ๐Ÿฆ€

A no_std compatible Rust derive macro for defining pub/sub messaging contracts using strongly typed enums. Generates topic strings, payload structs, and supports JSON and binary formats.

Rust Macros no_std

enum2egui ๐Ÿฆ€

A procedural macro for automatically generating egui UI code from Rust types. Supports structs, enums, nested types, and provides both read-only and mutable editing interfaces.

Rust Macros egui

enum2pos ๐Ÿฆ€

A Rust derive macro library that maps enum variants to their declaration position, enabling bidirectional transformation between variants and numeric indices.

Rust Macros

enum2repr ๐Ÿฆ€

A Rust derive macro that automates bidirectional conversion between enum variants and their numeric representations, eliminating boilerplate for manual type conversions.

Rust Macros

enum2str ๐Ÿฆ€

A Rust derive macro that automatically implements the Display trait for enums with support for custom formatting, templates, and no_std compatibility.

Rust Macros no_std

freecs ๐Ÿฆ€

Archetype-based Entity Component System in Rust with zero unsafe code, Rayon-parallel system execution, sparse-set tags, deferred command buffers, and watermark change detection. The entire ECS is generated at compile time via a declarative macro. 48k+ downloads on crates.io.

Rust ECS Macros Rayon

nightshade ๐Ÿฆ€

Data-oriented Rust game engine featuring a custom render graph, built-in editor, rapier3d physics, kira audio, gltf asset loading, scene graph, object picking, and Steam integration. Runs natively on DX12/Metal/Vulkan and in-browser via WebGPU.

Rust wgpu WebGPU Graphics

stateless ๐Ÿฆ€

A zero-cost state machine library that separates structure from behavior. Guards and actions live in wrapper code, not the DSL.

Rust Macros State Machine no_std

taps ๐Ÿฆ€

A Tokio async pub/sub message broker for in-process messaging between async tasks. Topic-based routing.

Rust Tokio Async Pub/Sub

Rust Projects

nightshade ๐Ÿฆ€

Data-oriented Rust game engine featuring custom render graph, built-in editor, rapier3d physics, kira audio, gltf asset loading, scene graph, object picking, and Steam integration. Runs natively on DX12/Metal/Vulkan and in-browser via WebGPU.

Rust wgpu ECS WebGPU

freecs ๐Ÿฆ€

Archetype-based ECS in Rust with zero unsafe code, Rayon-parallel system execution, sparse-set tags, deferred command buffers, and watermark change detection. The entire ECS is generated at compile time via a declarative macro. 48k+ downloads on crates.io.

Rust ECS Macros Rayon

bamboo ๐Ÿฆ€

A fast static site generator written in Rust. Powers this site and the articles blog.

Rust Static Site Tera

cameras ๐Ÿฆ€

A cross-platform Rust camera library with data-oriented design (explicit format negotiation, push-based frame delivery, zero trait objects). Ships with Dioxus and egui integrations.

Rust Dioxus egui

charter ๐Ÿฆ€

Fast structural context generator for Rust codebases, optimized for LLM consumption. Walks crates and emits compact summaries suitable for AI tooling.

Rust CLI LLM

clippr ๐Ÿฆ€

Convert MP4 to chunked GitHub-friendly GIFs. CLI tool for sharing video clips in markdown.

Rust CLI Video

dragonglass ๐Ÿฆ€

A 3D graphics engine built with Rust and Vulkan, featuring PBR rendering, 3D object picking, and a visual editor.

Rust Vulkan Graphics

frost ๐Ÿฆ€

A statically-typed programming language with Odin-style syntax and Rust-inspired ownership. Dual backend: bytecode VM for development, Cranelift for production.

Rust Compiler Cranelift

wgpu-example ๐Ÿฆ€

A minimal example of using Rust, wgpu, and egui without eframe. Shows how to build graphics that run everywhere: native desktop, WebGPU/WebGL via WebAssembly, Android, Steam Deck, and OpenXR VR with hand tracking.

Rust wgpu egui WebAssembly OpenXR

vulkan-example ๐Ÿฆ€

A minimal example of using Rust, Vulkan, and egui together without eframe. Features Vulkan 1.3 with dynamic rendering and GLSL shader compilation to SPIR-V.

Rust Vulkan egui GLSL

opengl-example ๐Ÿฆ€

A minimal example demonstrating Rust, OpenGL, and egui integration. Features a spinning triangle rendered with OpenGL via gl-rs and glutin.

Rust OpenGL egui GLSL

stateless ๐Ÿฆ€

A state machine library with a DSL that separates state from behavior, for writing clear finite state machines in Rust.

Rust State Machine DSL

superbible ๐Ÿฆ€

Rust implementations of OpenGL examples from the OpenGL Superbible 7th edition. Features advanced shader techniques, texture mapping, 3D transformations, and lighting models.

Rust OpenGL GLSL

Go Projects

Other Projects

Education

Bachelor of Science in Computer Science & Engineering

University of Nevada, Reno

2017

Minor in Mathematics.