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Pablo is a self-taught developer from Spain with a passion for programming and software design.
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AI revolutionizes software development by enhancing documentation-based practices, emphasizing volume over intelligence, and enforcing structural constraints to improve coherence and scalability.
The post discusses the design and implementation of a flexible stock allocation system using pure ECS principles in C++. It covers the problem definition, the need for resource management in a simulation-like environment, and the ...
The article discusses the cyclical nature of technology trends in software engineering, emphasizing that while new tools and frameworks emerge, the fundamental principles of engineering remain constant. It argues that engineers sh...
The blog post details the author's journey in building a physics engine for a 2D ECS (Entity-Component-System) game using C++ and EnTT. It covers the foundational aspects of dynamics (forces, acceleration, velocity) and kinematics...
The text discusses the lack of true randomness in software, the difference between randomness and arbitrariness, and the risks and strategies associated with deterministic predictability in procedural generation, cybersecurity, an...
The text discusses the architecture of Massively Multiplayer Online (MMO) games, focusing on area-based sharding, shared state, and the challenges of managing thousands of players simultaneously. It explains the role of World Serv...
The text criticizes the Clean Code paradigm and proposes a new approach called F.U.C.K. It emphasizes failing fast, understanding the domain, complying with standards, and knowing when to split. The author argues that Clean Code's...
Swarm intelligence refers to the collective behavior of decentralized, self-organized systems where individuals react to simple local rules. Ant colonies, bee swarms, and bird flocks are examples of swarm intelligence. The text di...
The text discusses the perils of overreliance on AI coding assistants like GitHub Copilot and ChatGPT. It highlights the dangers of skipping critical steps and the risk of offloading simple tasks to AI, which can lead to superfici...
The article discusses the dangers of premature abstraction in software development, emphasizing the importance of simplicity and iteration. It highlights the negative consequences of over-engineering and the benefits of the 'Golan...
The article discusses the importance of server performance in MMO games and the use of lockless queues to optimize server performance. It explains the need for separating the networking thread from the game logic thread, the benef...
The text is an in-depth explanation of Entity Component System (ECS) architecture and Data Oriented Programming (DOP). It discusses the differences between ECS and Object Oriented Programming (OOP), the principles of ECS, and the ...
The article discusses the use of spatial hashing as a technique for optimized collision management in video games. It explains how spatial partitioning techniques can reduce the complexity of collision detection and improve game p...
The text discusses the challenges of authentication and authorization in distributed systems, proposing a decoupled and theoretically robust approach to mitigate common bottlenecks and single-point-of-failure associated with centr...
The text discusses the challenges of managing high demand for connections in MMO-type online gaming landscape. It explains the issues with open connections, socket management, and the need for efficient message digestion. The text...
The text discusses the challenges of maintaining consistency in distributed systems and the benefits of embracing Strictly-Deterministic Logic (SDL) to improve reliability, reproducibility, and reversibility of testing. It highlig...
The text discusses the design and architecture of an MMO game, focusing on the limitations and interactions at the data I/O level, and how to solve them. It explores the concept of the source of truth in MMO systems, emphasizing t...
The text is part 3 of a series on how to write a game engine in pure C. It discusses the need for an architecture to keep the code clean and tidy, and introduces the concept of an Engine entity to orchestrate initializations and d...
The text is a tutorial on how to write a game engine in pure C, focusing on the graphic initialization using SDL. It covers the initialization of the game window, the library initialization, testing, the game loop, and compilation...
The text is a tutorial on how to write a game engine in pure C, focusing on the state manager in this first part. It explains the importance of game engines, the concept of state managers, and the implementation of a stack-based s...