
Diogo Miranda developed and integrated end-to-end audio capabilities and orientation utilities for the GameDevTecnico/cubos engine, focusing on asset-driven workflows and immersive gameplay. He implemented an audio system in C and C++ with asset management, playback via a plugin, and spatialization features, accompanied by comprehensive documentation and sample demos. Diogo also introduced world-space orientation helpers, simplifying entity queries for developers. In addition, he stabilized HiDPI editor interactions by correcting render picker coordinates and expanded engine documentation, including detailed guides for audio APIs. His work demonstrated depth in engine development, 3D math, and rendering, resulting in smoother onboarding and improved developer productivity.

December 2024 monthly summary focused on stabilizing the editor experience for HiDPI displays and expanding engine documentation around audio features. Delivered targeted fixes and documentation across two repositories, enhancing developer efficiency and reducing potential user-facing issues. Key outcomes include: (1) HiDPI render picker coordinates corrected for accurate selection on high-resolution displays; (2) Audio Sample Page added with setup examples for AudioListener and AudioSource; (3) Audio Support section documented for Cubos Blog detailing features, usage, and limits. Impact: smoother editor interactions on high-resolution hardware, clearer guidance for audio API usage, and faster onboarding for new engine users. Technologies/skills demonstrated: HiDPI rendering considerations, debugging and patching, API documentation and code examples, cross-repo documentation alignment.
December 2024 monthly summary focused on stabilizing the editor experience for HiDPI displays and expanding engine documentation around audio features. Delivered targeted fixes and documentation across two repositories, enhancing developer efficiency and reducing potential user-facing issues. Key outcomes include: (1) HiDPI render picker coordinates corrected for accurate selection on high-resolution displays; (2) Audio Sample Page added with setup examples for AudioListener and AudioSource; (3) Audio Support section documented for Cubos Blog detailing features, usage, and limits. Impact: smoother editor interactions on high-resolution hardware, clearer guidance for audio API usage, and faster onboarding for new engine users. Technologies/skills demonstrated: HiDPI rendering considerations, debugging and patching, API documentation and code examples, cross-repo documentation alignment.
November 2024 monthly summary for GameDevTecnico/cubos focused on delivering end-to-end audio capabilities and orientation utilities, enabling richer gameplay experiences and faster feature iteration. Delivered an Audio system with asset loading, playback via an Audio plugin with sources/listeners, and a sample/demo demonstrating load/play/pause/stop with basic spatialization. Also added world-space orientation helpers to simplify entity queries.
November 2024 monthly summary for GameDevTecnico/cubos focused on delivering end-to-end audio capabilities and orientation utilities, enabling richer gameplay experiences and faster feature iteration. Delivered an Audio system with asset loading, playback via an Audio plugin with sources/listeners, and a sample/demo demonstrating load/play/pause/stop with basic spatialization. Also added world-space orientation helpers to simplify entity queries.
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