Posts for: #Projects

Internal Unreal tools for my upcoming game SHUTTLEFALL

Statistics tracker ![[Screenshot 2025-10-23 135510.png]] Statistics for each individual session are automatically saved to a CSV file, and can be reloaded into the tool to see data at a particular time. Value tracker ![[Screenshot 2025-09-21 164229.png]] This is a re-implementation of a Godot tool I had made for a separate project to track values that must keep track of multiple modifiers. Values are stored within accessible text files, but can also be modified and saved directly from the tool
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Nitelite Archetypes

ECS is defined in two ways: ECS as a programming pattern, with it’s core philosophy of “Composition over inheritance. ECS as a data access pattern, where objects are stored in a more efficient layout. Both definitions are incredibly important to why ECS is trendy. The programming pattern promotes decoupling and modularity, while the data pattern provides great performance over object-driven approaches. This post will specifically highlight the data access pattern part of ECS.
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Nitelite ECS

I recently had the pleasure of joining a new team as a part of the DigiPen project courses, where we all worked together to develop a game engine. Me and another (Travis) had taken on the responsibility of the “Core Engine” development, so I have spent much of my time over the past semester working on implementing the best tools I can. Our primary goal for this project was to make a tool that others could use to make different types of games, somewhat of a small-scale Unity.
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