
Javier Vals developed core gameplay systems for the UCM-FDI-DISIA/Carom repository, focusing on modularity and stability using C++ and CMake. He established an Entity Component System foundation, introducing a base Component class and integrating UI and collision-event components to support flexible entity behavior. Javier enhanced scene management with a state-machine-driven ScenesManager and improved code organization for maintainability. He implemented a robust Ball Effects Framework, enabling scalable ball behaviors and consistent gameplay logic. Through targeted bug fixes and refactoring, Javier improved memory safety and runtime stability, demonstrating depth in system design, debugging, and component-based architecture within a game development context.

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).
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 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.
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.
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