miris.monster

Game Development Circle — Treasure Vault of Projects & Metrics

Sprites Levels Scripts Shaders Audio Models Commits Builds

Monster Bestiary

A procedurally generated monster encyclopedia with over 500 creature variants. Each monster has unique stats, abilities, and lore entries.

512 creatures 2,048 sprites
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Monster Bestiary Stats

GeneratorWFC
Sprite Size64x64
Animations8/creature
ExportPNG, SVG

Development Activity

High Mid Low Jan Mar May Jul
Commits Issues Closed

Dev Log #47

2026-03-15

Implemented the new particle system for monster death animations. Using GPU instancing to render 10,000+ particles at 60fps. Added configurable emitter shapes: sphere, cone, box, and custom mesh sampling.

Particles GPU VFX

Build Pipeline

99.7% Build Success
3.2s Avg Build Time
847 Tests Passing
12 Platforms

Tilemap Editor

Custom tilemap editor with auto-tiling, rule-based placement, and real-time preview. Supports infinite canvas and multi-layer editing.

256 tile rules 16 layers
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Tilemap Editor — Technical

FrameworkDear ImGui
Tile Size16x16 / 32x32
ExportJSON, TMX
Undo Stack500 steps

Codebase Languages

Rust 42% GLSL 25% Lua 17% Python 10% Other 6%

Dev Log #46

2026-03-08

Rewrote the ECS query system for better cache coherence. Archetypes are now stored contiguously. Iteration over 100k entities dropped from 4ms to 0.8ms per frame.

ECS Performance Architecture

Sound Forge

Procedural sound effect generator for game audio. Creates monster roars, impacts, UI bleeps, and ambient textures from parameterized synthesis.

340 presets 12 synth engines
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Sound Forge — Details

Sample Rate48kHz
Bit Depth32-bit float
Latency<5ms
FormatWAV, OGG

Asset Pipeline

14,592 Total Assets
2.3 GB Raw Size
412 MB Compressed
82% Compression

Team Skills Matrix

Art Code Sound Design Tools
Latest Release

Dungeon Generator v3

Procedural dungeon generation using BSP trees, cellular automata, and constraint-based room placement. Generates fully playable dungeons with loot tables, enemy spawn points, and narrative triggers.

18 algorithms 1M+ dungeons generated 0.4s avg gen time
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Dungeon Generator — Architecture

Fast Slow Version (v1 → v3)
AlgorithmBSP + CA
Max Rooms128
Tile Types64

Dev Log #45

2026-03-01

Added hot-reload support for Lua scripts. Changes to gameplay logic now reflect instantly without restarting the engine. Integrated file watcher with debounce to prevent rapid reloads.

Lua Hot Reload DX

Sprite Packer

Optimal rectangle packing for sprite atlases. Uses MaxRects algorithm with rotation support. Handles atlases up to 8192x8192 with automatic multi-atlas splitting.

96.3% packing efficiency
6 Active Projects
3 Team Members
2yr Active Since

Weekly Commits

M T W T F S S