Finished and published the report on #helios, my C++ game engine that slowly shifted from #OOP toward DOD #ECS.
What started as a small prototype turned into a deeper dive into #architecture, #performance and trade-offs.
I enjoyed the ride tremendously! 🕹️
helios is currently rendering ~10.000 objects in the #gameloop at stable 60 fps (w/o inst.). Lets crank those rookie numbers up and make sure the render resources are managed more cache friendly, render commands batched and queues optimally sorted.
finished my project assignment on the exploratory dev of an #ECS-based #gameengine. Now it’s time to refactor the remaining tech debt into more idiomatic ECS. Out with the old (SceneGraph), in with the new! (flat list of components sharing relationships)
I come from the world of the #AgileManifesto, #XP, #CleanCode and #TDD.
For me, software development is still a craft - with responsibility, diligence and an obligation to understand. AI tools can support this craft, but they must not replace it.
It is out of this tension that the Manifesto for AI-Augmented Software Craftsmanship emerged:
https://ai-manifesto.software-craftsmanship.dev
In my article, I take a closer look at the motivation behind it.
https://thorsten.suckow-homberg.de/blog/manifesto-for-ai-augmented-software-craftsmanship
#Manifesto for #AI -Augmented #Software #Craftsmanship - a 🧵
With tools like #GitHub #Copilot, #Claude Code and #Gemini CLI, our work has changed massively. The models keep getting better - but with that, the question grows louder: How can we trust #code that was generated by a synthetic #assistant? And at what point does this code start to interfere with an existing, carefully crafted codebase without us even noticing?
I'm using #helios as the #framework for a #university project .
I've published an accompanying technical report that outlines the key architectural decisions behind the #prototype and discusses its further #development. 👉
In my latest article, I examine model matrices through the lens of change-of-coordinates transformations, and why (R×M)×v ≡ R×(M× v).
#GameDev #OpenGL #Math #rendering #linearalgebra #computergraphics