EXCEEDS logo
Exceeds
Javipopotter

PROFILE

Javipopotter

Over two months, contributed to UCM-FDI-DISIA/Carom by building foundational systems for modular game development using C++ and CMake. Established an Entity Component System core, including a base Component class and UI elements, and enhanced scene management with a state-machine-driven ScenesManager and improved directory structure. Integrated a Ball Effects Framework, supporting multiple effect types and robust status tracking through BallHandler, while addressing inheritance and lifecycle bugs to ensure stability. Focused on code organization, object-oriented design, and physics engine integration, the work enabled scalable entity behavior, reliable scene transitions, and consistent gameplay, laying groundwork for future features and reducing runtime issues.

Overall Statistics

Feature vs Bugs

69%Features

Repository Contributions

38Total
Bugs
5
Commits
38
Features
11
Lines of code
2,036
Activity Months2

Work History

March 2025

22 Commits • 8 Features

Mar 1, 2025

March 2025 performance summary for UCM-FDI-DISIA/Carom. Delivered a robust Ball Effects Framework and enhanced Ball handling to drive gameplay consistency and reliability. Implemented core ball-effect base class, constructors for Pokeball, BowlingBall, Abacus, and Petanque effects, plus onStrikeEnd logic, and integrated with BallHandler to improve status tracking and stability. Implemented targeted bug fixes and stability improvements to support a stable build pipeline. Business value: enabled consistent, scalable ball behavior across gameplay modes, reduced runtime issues, and established a solid foundation for future features (X2, effect limits, getEffectId).

February 2025

16 Commits • 3 Features

Feb 1, 2025

February 2025 monthly summary for UCM-FDI-DISIA/Carom. Key features delivered include ECS Core foundation with base Component class, namespace scoping, constructors/destructors, and new UI-related Button and collision-event components. Scene management enhancements introduced a ScenesManager as a state-machine, directory restructuring under SceneSystem, and non-virtual update/render/handleEvent in ScenesManager, enabling cleaner game loop integration. Entity anchor support was added to Entity to reference/manage entities within a GameList. Major bugs fixed include automatic cleanup of physics components when a rigidbody is destroyed and correct vector erasure during destruction, improving memory safety and stability. The work delivers business value by enabling modular entity behavior, robust scene transitions, and reliable physics lifecycle, accelerating feature delivery and reducing runtime issues.

Activity

Loading activity data...

Quality Metrics

Correctness84.0%
Maintainability84.0%
Architecture80.8%
Performance76.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

C++CMake

Technical Skills

Bug FixingC++C++ DevelopmentCMakeCode OrganizationComponent-Based ArchitectureDebuggingECSECS (Entity Component System)Entity Component System (ECS)Game DevelopmentObject-Oriented ProgrammingPhysics EnginePhysics Engine IntegrationRefactoring

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

UCM-FDI-DISIA/Carom

Feb 2025 Mar 2025
2 Months active

Languages Used

C++CMake

Technical Skills

C++C++ DevelopmentCMakeCode OrganizationComponent-Based ArchitectureECS