Skip to content
All technologies

Games & Simulation

Simulation & Graphics: Data-Oriented Design

  • Rust (Bevy)
  • C++
  • Unreal Engine 5
  • Game Physics
My approach
“Game engines and simulations are among the most demanding fields in software. A web developer reloads the page on a mistake; a game developer has exactly 16 milliseconds (60 FPS). Exceed that, and the system stutters. That's why I abandon the slowness of Object-Oriented Programming (OOP) and build architectures based entirely on how data aligns in memory (Data-Oriented Design).”

The 16-Millisecond Exam

  • ECS (Entity Component System)

    Classic object hierarchies destroy the CPU in games. You must pack data into contiguous arrays to maximize CPU cache hits.

  • The Garbage Collection Risk

    In C#-based engines like Unity, the 'micro-stutter' caused when the GC kicks in mid-game is unacceptable. You must manage memory yourself.

  • Math and Physics

    Calculating the rotation or collision of an object requires a strict mastery of linear algebra and quaternions.

What Do I Build?

  1. 01

    High-Performance Simulations

    Physics and data simulations written in Rust (Bevy) calculating hundreds of thousands of objects simultaneously.

  2. 02

    Unreal Engine 5 Projects

    Desktop productions capable of heavy graphic processing, diving deep into the engine with C++.

  3. 03

    Custom Engine Tools

    Minimal 2D/3D visualization systems written using Raylib or OpenGL without unnecessary engine bloat.

Have a project in this area?

Explore my service packages for architecture design, system optimization or building from scratch.

Browse services