
Marie Giacomel developed core editor and asset management features for the NexoEngine/game-engine repository, focusing on 3D primitive creation, scene editing, and asset workflows. She engineered UI components such as the Inspector and PrimitiveWindow, enabling dynamic entity inspection and customizable primitive generation using C++ and ImGui. Her work included mesh generation, rendering integration with OpenGL, and enhancements to the asset manager, such as drag-and-drop folder organization and thumbnail previews. By refactoring the renderer and mesh systems, improving test coverage, and addressing workflow edge cases, Marie delivered a maintainable, extensible codebase that streamlined content creation, debugging, and asset management for game development.

September 2025 monthly summary for NexoEngine/game-engine: Key work centered on improving Asset Manager folder workflows. Implemented initial folder drag-and-drop and refined move logic with robust UI event handling. Addressed edge cases around folder deletion/renaming focus and hover states, updated folder paths and asset references, and cleaned up debug statements. These changes enhance asset organization efficiency and reliability, speeding up asset curation and reducing manual errors, with targeted commits that document the changes end-to-end.
September 2025 monthly summary for NexoEngine/game-engine: Key work centered on improving Asset Manager folder workflows. Implemented initial folder drag-and-drop and refined move logic with robust UI event handling. Addressed edge cases around folder deletion/renaming focus and hover states, updated folder paths and asset references, and cleaned up debug statements. These changes enhance asset organization efficiency and reliability, speeding up asset curation and reducing manual errors, with targeted commits that document the changes end-to-end.
Monthly summary for 2025-08 focusing on NexoEngine/game-engine contributions. Delivered major UX improvements in folder and asset management, stabilized core editing flows, and improved code quality through cleanup and documentation. This period emphasized delivering business value via improved modability, asset pipeline reliability, and better in-editor experience.
Monthly summary for 2025-08 focusing on NexoEngine/game-engine contributions. Delivered major UX improvements in folder and asset management, stabilized core editing flows, and improved code quality through cleanup and documentation. This period emphasized delivering business value via improved modability, asset pipeline reliability, and better in-editor experience.
July 2025 monthly summary for NexoEngine/game-engine focusing on editor usability, visual demo capabilities, and asset management improvements. Delivered a new Editor Demo Scene populated with 3D models and robust lighting setup, along with cleanup of placeholder code to pave the way for model demonstrations. Completed a comprehensive refactor and UI overhaul of Core 3D primitives, improving generation, defaults, readability, and enabling a popup-based customization workflow. Added model thumbnail generation and integrated previews into the asset manager, and fixed UI scope for folder creation to prevent accidental triggers. These changes reinforce content iteration speed, editor visual quality, and asset handling reliability while maintaining code quality through documentation and build stability improvements.
July 2025 monthly summary for NexoEngine/game-engine focusing on editor usability, visual demo capabilities, and asset management improvements. Delivered a new Editor Demo Scene populated with 3D models and robust lighting setup, along with cleanup of placeholder code to pave the way for model demonstrations. Completed a comprehensive refactor and UI overhaul of Core 3D primitives, improving generation, defaults, readability, and enabling a popup-based customization workflow. Added model thumbnail generation and integrated previews into the asset manager, and fixed UI scope for folder creation to prevent accidental triggers. These changes reinforce content iteration speed, editor visual quality, and asset handling reliability while maintaining code quality through documentation and build stability improvements.
June 2025 monthly summary for NexoEngine/game-engine focusing on delivering a revamped primitive creation workflow, enhanced physics support for additional primitives, and an expanded demo scene to improve testing, showcasing concrete business value and technical execution.
June 2025 monthly summary for NexoEngine/game-engine focusing on delivering a revamped primitive creation workflow, enhanced physics support for additional primitives, and an expanded demo scene to improve testing, showcasing concrete business value and technical execution.
Summary for 2025-05: Delivered major primitive enhancements, introduced sphere primitive, and completed a renderer core and mesh system overhaul, delivering tangible business value and a more maintainable codebase. Cylinder, Pyramid, and Tetrahedron core enhancements improved geometry generation and rendering fidelity by fixing caps and normals, correcting vertex indexing, enabling segment-based cylinder rendering, fixing texture coordinates, updating tests, and adding UI to create cylinders and spheres. Sphere primitive introduced with UV mapping, subdivisions support, refined vertex/texture calculations, and dedicated tests. Renderer core refactor and mesh system overhaul standardized naming, integrated the current scene shader, improved material handling, and enabled primitive creation via new mesh structures. Received improved test coverage across primitives and editor integration, contributing to faster iteration and more reliable visuals. Technologies demonstrated: C++, unit testing, mesh-system design, shader/material pipeline, and UI integration within the scene editor.
Summary for 2025-05: Delivered major primitive enhancements, introduced sphere primitive, and completed a renderer core and mesh system overhaul, delivering tangible business value and a more maintainable codebase. Cylinder, Pyramid, and Tetrahedron core enhancements improved geometry generation and rendering fidelity by fixing caps and normals, correcting vertex indexing, enabling segment-based cylinder rendering, fixing texture coordinates, updating tests, and adding UI to create cylinders and spheres. Sphere primitive introduced with UV mapping, subdivisions support, refined vertex/texture calculations, and dedicated tests. Renderer core refactor and mesh system overhaul standardized naming, integrated the current scene shader, improved material handling, and enabled primitive creation via new mesh structures. Received improved test coverage across primitives and editor integration, contributing to faster iteration and more reliable visuals. Technologies demonstrated: C++, unit testing, mesh-system design, shader/material pipeline, and UI integration within the scene editor.
Monthly performance summary for 2025-04 focused on delivering expanded 3D primitive capabilities and stabilizing the rendering pipeline in NexoEngine/game-engine. The month centered on delivering first-class tetrahedron, pyramid, and cylinder primitives, with robust API, rendering, and interaction support, along with targeted bug fixes to ensure reliability and UX in scene composition.
Monthly performance summary for 2025-04 focused on delivering expanded 3D primitive capabilities and stabilizing the rendering pipeline in NexoEngine/game-engine. The month centered on delivering first-class tetrahedron, pyramid, and cylinder primitives, with robust API, rendering, and interaction support, along with targeted bug fixes to ensure reliability and UX in scene composition.
February 2025 — NexoEngine/game-engine: Delivered Tetrahedron primitive support for the 3D engine and renderer, including geometry, texture coordinates, normals, and rendering integration. This addition enables new shapes for scenes and content creation, expanding authoring options and pipeline capabilities. Major focus was feature delivery with clear traceability through commits; no critical bug fixes were reported this month.
February 2025 — NexoEngine/game-engine: Delivered Tetrahedron primitive support for the 3D engine and renderer, including geometry, texture coordinates, normals, and rendering integration. This addition enables new shapes for scenes and content creation, expanding authoring options and pipeline capabilities. Major focus was feature delivery with clear traceability through commits; no critical bug fixes were reported this month.
January 2025 performance summary for NexoEngine/game-engine: Implemented an inspector enhancement to display component properties, enabling visibility of Transform and Render properties in the inspector window. This involved adding property handlers and integrating them into the InspectorWindow display logic, improving debugging visibility and workflow efficiency for component development.
January 2025 performance summary for NexoEngine/game-engine: Implemented an inspector enhancement to display component properties, enabling visibility of Transform and Render properties in the inspector window. This involved adding property handlers and integrating them into the InspectorWindow display logic, improving debugging visibility and workflow efficiency for component development.
December 2024 monthly summary for NexoEngine/game-engine focused on delivering a core editor enhancement that improves entity component visibility and debugging workflows. Key feature delivered: Inspector can retrieve and display all components attached to a selected entity, backed by Application.fetchComponents; the InspectorWindow UI was updated to render component information; editor default layout was adjusted to accommodate the new component view. This work establishes a foundation for component-level tooling and faster iteration cycles.
December 2024 monthly summary for NexoEngine/game-engine focused on delivering a core editor enhancement that improves entity component visibility and debugging workflows. Key feature delivered: Inspector can retrieve and display all components attached to a selected entity, backed by Application.fetchComponents; the InspectorWindow UI was updated to render component information; editor default layout was adjusted to accommodate the new component view. This work establishes a foundation for component-level tooling and faster iteration cycles.
November 2024 (2024-11) — NexoEngine/game-engine: Delivered editor UX enhancements, inspector integration, and workflow safety improvements, while stabilizing the codebase through rebase cleanup and targeted fixes. Key features and improvements included a new Primitive Popup in the Scene Tree, a dedicated Inspector Window with Transform Component integration, stash render capability, and an auto-stash-before-checkout workflow. Additional API and safety measures were added via Primitive.hpp and component-existence tests. Major bugs fixed included rebase conflicts between the renderer refactor and inspector integration, and a crash in the m_layerInsert iterator. Overall, these changes reduce editing time, prevent data loss during branch switches, and improve maintainability and runtime stability.
November 2024 (2024-11) — NexoEngine/game-engine: Delivered editor UX enhancements, inspector integration, and workflow safety improvements, while stabilizing the codebase through rebase cleanup and targeted fixes. Key features and improvements included a new Primitive Popup in the Scene Tree, a dedicated Inspector Window with Transform Component integration, stash render capability, and an auto-stash-before-checkout workflow. Additional API and safety measures were added via Primitive.hpp and component-existence tests. Major bugs fixed included rebase conflicts between the renderer refactor and inspector integration, and a crash in the m_layerInsert iterator. Overall, these changes reduce editing time, prevent data loss during branch switches, and improve maintainability and runtime stability.
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