Simulation & Graphics: Commanding the Pixels
Engineering Philosophy
“Game engines and simulations are the most ruthless battlegrounds 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.
Garbage Collection Kills
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?
High-Performance Simulations
Physics and data simulations written in Rust (Bevy) calculating hundreds of thousands of objects simultaneously.
Unreal Engine 5 Projects
Desktop productions capable of heavy graphic processing, diving deep into the engine with C++.
Custom Engine Tools
Minimal 2D/3D visualization systems written using Raylib or OpenGL without unnecessary engine bloat.
Have a Project in This Domain?
Review my detailed service packages for architectural design, system optimization, or building from scratch.
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