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The Engine Document

· 2 min read

helios - Exploratory Development of an ECS-based Game Engine

All set and done, project goal reached!

Well, almost...

The project quickly shifted away from its initially intended focus on gameplay and graphics implementation toward a deeper engagement with engine architectures, and the result breaks with classical OOP paradigms: In the report I published today (the engine document), I document this transition from deep inheritance hierarchies to a data-oriented (DOD) system.

Phase/Pass Architecture: Evolution of the Game Loop

· 7 min read

In my previous post, I outlined the high-level separation between Commands and Events in helios, along with the basic double-buffered EventBus and CommandBuffer concepts. Since then, I've iterated significantly on the architecture, and I'm excited to share what has emerged: A Phase/Pass structure that provides much finer control over when events become visible and when commands execute.

🎄 Milestone 3: Game Systems, Components, Projectiles and Boundaries 🎁

· 4 min read

Merry Christmas - Milestone 3 is out. This one is smaller on flashy visuals but much bigger where it matters: the framework now helps to build gameplay faster. Over the last week I focused on three practical gaps that showed up while iterating on the spaceship demo: clearer system boundaries, easier composition of behavior, and stable, cheap shooting.

AI Assistance in Game Development

· 2 min read

I use GitHub Copilot mainly for Code Reviews. I think it's tremendously helpful when working on a solo project with a large codebase as it hints at typos and logic issues that easily slip under the radar when writing only coarse-grained tests for the sake of it. I also tried Claude and Gemini. All those tools are sometimes helpful, sometimes annoying.

What's been on my mind: when I accept code I haven't thought through myself - do I still understand what I'm actually building?