About:

Jakub is a software and game developer interested in high-performance code and data-oriented design, working on projects like BEHEADER and Solar Storm.

Website:

Specializations:

Interests:

Software development Gamedev Game programming Engine programming High-performance code Data-oriented design
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An innovative method for pool-like data structures using bit arrays is proposed, enhancing memory efficiency and performance over traditional free list implementations.
Improving Odin compilation speed involves using faster linkers, profiling compilation stages, and minimizing dependencies for efficient program builds.
A no-refactoring method for visualizing iterations in procedural generation systems by re-running procedures at different points for easier debugging.
The author discusses a NaN propagation bug in their gameplay code and shares a simple way to catch these bugs. They propose inserting correctness validation throughout the codebase and provide examples of validation procedures for...
The text discusses the use of fixed timestep update loops in game engines, the problems with regular interpolation, and the alternative method of using the game tick to predict the render game state without explicit interpolation ...
The text is a behind-the-scenes look at the design process for the first iteration of a logo for a new game called BEHEADER. The author uses Krita, a free photoshop alternative, to create the logo. The process involves creating a ...
The article discusses fixed timestep update loops for games and physics simulations, explaining how to properly accumulate a timer and run ticks with a fixed delta time within the main loop. It also covers handling input polling p...
The post discusses the implementation of an editor undo/redo functionality in a 3D FPS game inspired by Quake. It explains the level representation, save points, history buffers, and the implementation of undo/redo functionality. ...
The text is about the upcoming tactical sci-fi artillery game Solar Storm, which is a solo project written in a custom engine. It discusses the game engine, rendering process, shaders, immediate-mode APIs, world pass, shapes, post...
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The text discusses reverse engineering Unity games, focusing on accessing source code, injecting custom code, and inspecting the renderer. It also provides tools and methods for reverse engineering Unity games.

0Projects

0001-01-01

The text is an overview of the projects the author has done, including games and open-source projects.

0Solar Storm

0001-01-01

Solar Storm is a turn-based scifi artillery game releasing on Steam with unique, procedurally generated arenas, powerful weapons, and unexpected disasters. It features 30+ biomes, a deep weapon system, local multiplayer, and suppo...

0BEHEADER

0001-01-01

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