Game Development Circle — Treasure Vault of Projects & Metrics
A custom 2D game engine built from scratch in Rust. Handles rendering, physics, ECS architecture, and asset pipelines for monster-themed action platformers.
A procedurally generated monster encyclopedia with over 500 creature variants. Each monster has unique stats, abilities, and lore entries.
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.
Custom tilemap editor with auto-tiling, rule-based placement, and real-time preview. Supports infinite canvas and multi-layer editing.
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.
Procedural sound effect generator for game audio. Creates monster roars, impacts, UI bleeps, and ambient textures from parameterized synthesis.
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.
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.
Optimal rectangle packing for sprite atlases. Uses MaxRects algorithm with rotation support. Handles atlases up to 8192x8192 with automatic multi-atlas splitting.