blog

Blog

Technical notes on gameplay feel, performance engineering and engine architecture. Most of them started as notes I took while fixing something.

C++ memory management in a game engine: who eats the frame?

Calling new inside the frame produced 13 ms spikes in the profiler; after a frame arena and object pooling the peak dropped to 7.9 ms. Here is how it went.

12 June 2026 engine 11 min read

Unreal Blueprint vs C++: the real cost I measured in ms

The Blueprint VM is invisible in most scenes, but at tens of thousands of nodes per tick it cost us 7 ms. Here is the hybrid split, with numbers.

24 May 2026 engine 9 min read

Game engine architecture from scratch: six layers, one loop

Writing your own engine starts with getting the layer order right. Notes on subsystem order, fixed timestep simulation, and when to move to a ready engine.

20 February 2026 engine 14 min read

3 results

contact

Let's ship the next build together.

Full-time roles, freelance projects or technical consulting — the inbox is always open.