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Onnda

PROFILE

Onnda

Over three months, contributed to the HawkEngine_Warhammer40K repository by building core particle systems, integrating 3D assets, and enhancing visual effects for game development. Developed a modular particle engine in C++ with OpenGL, introducing reusable emitter components and textured particle rendering for dynamic effects like fireworks and smoke. Expanded the asset pipeline by integrating new 3D models and animation textures, updating scene management and UI layouts to streamline asset setup and iteration. Focused on memory management and component-based architecture, the work established scalable workflows for future features, improved visual fidelity, and accelerated content integration without introducing major bugs during the period.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

21Total
Bugs
0
Commits
21
Features
5
Lines of code
2,145
Activity Months3

Your Network

19 people

Work History

June 2025

1 Commits • 1 Features

Jun 1, 2025

June 2025 monthly summary focused on delivering asset integration and enabling initial scene setup for HawkEngine_Warhammer40K, with an emphasis on business value and technical achievement. Overview: - Asset integration for Alcantarilla (manhole/sewer) and Montañas (mountains) 3D assets, enabling richer environments and preliminary scene setup. - Scene updates: adjusted object transforms to properly place new assets within the existing level layout. - UI groundwork: minor ImGui layout adjustments (imgui.ini) to support asset integration workflow and initial scene configuration. Key achievements: - Integrated Alcantarilla and Montañas assets into MarcoDiModica/HawkEngine_Warhammer40K, establishing the environmental foundation for future features. - Updated scene transforms to ensure accurate placement and interaction of new assets. - UI adjustments to streamline asset setup and iteration, reducing setup time for new assets. - Commit reference for traceability: ff661ee9f77424a696ebf9392c21a4d96d998b42 (Alcantarillas, testeo y montañas). Bugs fixed: - No major bugs fixed this month based on available data. QA will continue in the next cycle. Impact and value: - Enhanced visual fidelity and environmental richness, contributing to a more compelling player experience and easier asset expansion. - Provides a repeatable asset integration workflow that accelerates future content additions and scene iteration. Technologies/skills demonstrated: - 3D asset integration and scene composition - Scene graph transforms and alignment - ImGui-based UI adjustments for workflow optimization - Asset pipeline discipline and Git-based traceability

May 2025

3 Commits • 2 Features

May 1, 2025

May 2025 monthly summary for MarcoDiModica/HawkEngine_Warhammer40K: Focused on visual fidelity and asset expansion. Key deliverables include Railgun Charge and Energy Ball Hit VFX with textures and particle presets, and a UI layout adjustment to accommodate visuals; plus an Animation Assets Pack (Animacion Textures) introducing a large set of PNG frames for animated visuals. Commits included: 78b8cf16bd2d1e5bd6f4f2b025e1a775f15f4c05; 56172c40c6ca29548d79163f18680697c9a8e791; cb3038d32bb70a392bf7c44efe221d516ac66bc7.

January 2025

17 Commits • 2 Features

Jan 1, 2025

January 2025 — HawkEngine_Warhammer40K particle system delivery: established a foundational particle engine and enhanced rendering for dynamic effects. Delivered a modular emitter flow as a first-class GameObject component, with robust emission logic, per-frame updates using deltaTime, and memory-safety improvements. Rendering enhancements include textured particles with firework and smoke visuals, enabling richer in-game effects and faster iteration for future features. Business impact includes higher visual fidelity, improved developer productivity through reusable components, and a scalable path for additional particle effects in future sprints.

Activity

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Quality Metrics

Correctness82.0%
Maintainability82.0%
Architecture79.0%
Performance69.6%
AI Usage21.0%

Skills & Technologies

Programming Languages

C++INI

Technical Skills

3D Asset IntegrationAsset ManagementAsset PipelineC++Component-Based ArchitectureEditor ToolsEngine DevelopmentGame DevelopmentMemory ManagementOpenGLParticle SystemsScene ManagementTexture RenderingUI ConfigurationVFX

Repositories Contributed To

1 repo

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

MarcoDiModica/HawkEngine_Warhammer40K

Jan 2025 Jun 2025
3 Months active

Languages Used

C++INI

Technical Skills

Asset ManagementC++Component-Based ArchitectureEngine DevelopmentGame DevelopmentMemory Management