Games & Simulation
Simulation & Graphics: Data-Oriented Design
- Rust (Bevy)
- C++
- Unreal Engine 5
- Game Physics
“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?
- 01
High-Performance Simulations
Physics and data simulations written in Rust (Bevy) calculating hundreds of thousands of objects simultaneously.
- 02
Unreal Engine 5 Projects
Desktop productions capable of heavy graphic processing, diving deep into the engine with C++.
- 03
Custom Engine Tools
Minimal 2D/3D visualization systems written using Raylib or OpenGL without unnecessary engine bloat.
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