
Contributed to le-rich/DKEngine by developing two foundational features focused on input handling and audio integration. Built an event-driven input system in C++ to replace polling, enabling responsive separation of press, hold, and release actions for player controls. Integrated the FMOD audio library to create a modular audio framework, introducing components such as AudioManager and AudioSource to support 3D spatial sound and enhance in-game audio realism. Addressed FMOD dependency management and ensured stable initialization within the engine’s core systems. Emphasized maintainability through dead code elimination and code refactoring, leveraging skills in C#, C++, and build system configuration throughout the process.
Monthly summary for 2024-11 focusing on delivering two core features in le-rich/DKEngine: an event-driven Input System for responsive controls and a FMOD-based Audio Framework with 3D spatial sound, plus stabilization work on the audio subsystem. The work emphasizes business value through improved player experience and scalable audio management.
Monthly summary for 2024-11 focusing on delivering two core features in le-rich/DKEngine: an event-driven Input System for responsive controls and a FMOD-based Audio Framework with 3D spatial sound, plus stabilization work on the audio subsystem. The work emphasizes business value through improved player experience and scalable audio management.

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