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OonoYouji

PROFILE

Oonoyouji

Over thirteen months, OonoYouji developed ONEngine, a modular C++ and C# game engine, focusing on scalable architecture, real-time rendering, and robust editor tooling. Their work encompassed building an ECS-based entity system, scene management with JSON serialization, and a cross-language scripting interface using Mono. They engineered features such as terrain editing, prefab workflows, and a data-driven asset pipeline, integrating ImGui for UI and DirectX 12 for graphics. By refactoring core systems, implementing GUID-based asset management, and automating build processes with Premake, OonoYouji improved runtime stability, iteration speed, and asset reliability, delivering a maintainable foundation for complex game development.

Overall Statistics

Feature vs Bugs

74%Features

Repository Contributions

1,133Total
Bugs
158
Commits
1,133
Features
458
Lines of code
1,201,059
Activity Months13

Your Network

4 people

Same Organization

@g.neec.ac.jp
2

Shared Repositories

2

Work History

November 2025

5 Commits • 2 Features

Nov 1, 2025

Month 2025-11 — ONEngine development focusing on debug reliability, UI refinement, and scalable asset management. Delivered stability fixes for the debug runtime, consolidated Gizmo rendering controls behind a debug macro, and introduced GUID-based materials to improve asset referencing and workflow resilience. These changes reduce release-time noise, improve iteration speed for debugging, and establish a foundation for scalable asset pipelines.

October 2025

200 Commits • 55 Features

Oct 1, 2025

October 2025 (2025-10) monthly summary for ONEngine. Focused on stabilizing the core engine, improving the content authoring pipeline, and delivering high-value visuals. Highlights include: (1) River system visuals with corrected mesh generation, terrain deformation around rivers, terrain lowering along river, and UV-scrolling water textures; (2) Premake-based build system setup and initial pipeline, including filters and progress tracking; (3) Build artifacts management with cleanup and output location adjustments, plus CI/build config improvements; (4) Grass rendering system and performance enhancements (GrassField, cross-shaped grass, sway, and related shaders); (5) Asset/resource management enhancements including GUID/meta support and auto meta generation on load; and (6) Prefab workflow enhancements with initial prefab integration and saving including child elements, plus UI improvements for prefab editing. These contributions reduce build times, improve content authoring reliability, and advance the engine toward a production-grade asset pipeline.

September 2025

32 Commits • 18 Features

Sep 1, 2025

September 2025 ONEngine monthly summary: Delivered core architecture groundwork, gameplay polish, and editor/rendering enhancements, enabling more stable releases and faster content creation. Highlights include refined player-terrain interaction, font rendering support, improved terrain editing UX, and river rendering capabilities, complemented by ongoing project maintenance and build configurability.

August 2025

136 Commits • 65 Features

Aug 1, 2025

August 2025 ONEngine monthly summary: Delivered core engine enhancements, stability improvements, and enabling tooling for faster development and reliable releases. The month focused on feature delivery that improves runtime efficiency, authoring capabilities, and cross-language integration, while fixing release-critical issues to reduce risk in production. Key features delivered: - Component usage tracking: Added IDs to components to determine whether they are used, enabling targeted cleanup and usage analytics. - Skybox retrieval optimization and SceneIO cleanup: Switched to array-based Skybox component retrieval and removed unused old SceneIO functions to simplify the codebase and improve load paths. - Camera system enhancements: Introduced camera component support, inspector-driven camera addition, and JSON persistence; added IO validation to ensure camera operations function across builds. - ECSGroup refactor and per-scene management: Replaced prior ECS with ECSGroup, introduced per-scene ECSGroup maps and updated only active groups for performance. - Script variables persistence and JSON scripting: Persist script variables on object creation and enable applying saved values via JSON for faster iteration and consistent state restoration. Major bugs fixed: - Environment reflection normals normalization bug fixed to ensure correct shading and bloom during reflections. - Release/build reliability fixes: guard against release build errors, ensure DEBUG_MODE header inclusion, and add release build verification checks. - Runtime start and cleanup issues: fix camera/runtime startup bugs and ensure consistent script startup without errors. Overall impact and accomplishments: - Improved runtime performance and rendering stability through optimized Skybox retrieval, ECSGroup updates, and terrain/script integration work. - Enabled faster iteration and reliable builds with development and release workflow improvements, JSON-based scripting, and inspector-driven tooling. - Strengthened cross-language integrity between C++, C#, and Mono scripting, reducing synchronization gaps and release risk. Technologies/skills demonstrated: - C++, C#, ECS design patterns (ECSGroup, per-scene ECS), compute shaders, and texture-based terrain IO. - Editor tooling with inspector integration, JSON serialization, and ImGui-based UI aspects. - Release engineering, build configuration (develop and release), and runtime verification practices.

July 2025

98 Commits • 46 Features

Jul 1, 2025

July 2025 performance highlights for ONEngine (OonoYouji/ONEngine). Delivered a robust ECS-based Entity System with creation, lookup, generation, and parent-child relationships, plus serialization/debug support, enabling dynamic in-game entity workflows and easier debugging. Implemented substantial UI/UX improvements including ImGui styling and constants-driven window sizing for consistent editor behavior. Advanced rendering and tooling enhancements, including collider visualization, inspector for box colliders, and complete Manipulate Tool, plus skinning/animation playback groundwork and post-processing flag framework to support richer visuals. Enabled data-driven workflows via JSON-based scene loading, terrain componentization/serialization, and prefab rendering paths, improving asset pipelines and startup times. Strengthened stability and debugging across the runtime with consistent debug state, safer C# interop (GCHandle usage), and release-build hardening. These changes collectively boost development velocity, asset parity, runtime reliability, and visual fidelity.

June 2025

104 Commits • 64 Features

Jun 1, 2025

June 2025 (ONEngine) achieved significant progress across scene management, ECS architecture, and developer tooling. Delivered a functioning scene output pipeline, solidified input handling, restructured the ECS for scalability, and introduced persistence and runtime interop. Stability improvements reduced runtime errors and improved iteration speed, while editor/UI and file workflows were enhanced to streamline development and asset loading.

May 2025

122 Commits • 54 Features

May 1, 2025

May 2025 ONEngine monthly summary focused on delivering designer-friendly terrain editing, robust lighting/post-processing workflows, and solid release stability, while laying the groundwork for scalable asset management and data persistence. The work emphasized business value: faster terrain iteration, higher visual fidelity, and a reliable release process.

April 2025

99 Commits • 33 Features

Apr 1, 2025

April 2025 ONEngine monthly summary: Implemented lighting system integration with a render-target workflow, progressed ECS migration/refactor, and established terrain and custom-mesh rendering groundwork. Expanded UI and developer tooling with ImGui-based GameScene rendering, dialogs, console, and variables tooling. Improved release build stability and asset/packaging practices to boost product readiness. These changes enhance rendering robustness, maintainability, and developer productivity, aligning engineering effort with product goals.

March 2025

58 Commits • 24 Features

Mar 1, 2025

In 2025-03, the ONEngine team delivered a breadth of features across UI, rendering, and gameplay, while cleaning up the codebase and hardening runtime stability. Key outcomes include a robust ImGui-based debugging UI with dual-window support, modular window management, and localization; a stabilized input model when multiple windows are open; and a more polished visual presentation with start/end textures and an asset/hierarchy explorer. The render pipeline was extended with a render-texture system, multi-render-target support, UAV textures, and compute-shader integration, enabling more complex post-processing and scene rendering. Core gameplay features include block placement with type-based coloring, static block sizing, provisional player movement, stage-bound movement, and type-restricted block movement, laying groundwork for more complex puzzle/physics interactions. The project structure was reworked for maintainability, with cleanup of unused textures and refined release checks. These efforts reduce debug time, enable richer QA, and accelerate feature delivery going forward.

February 2025

110 Commits • 46 Features

Feb 1, 2025

February 2025 (2025-02) monthly summary for OonoYouji/ONEngine. Delivered foundational rendering and engine improvements enabling richer scenes, reliable builds, and faster iteration. Key work spans camera, entity management, mesh rendering, and rendering pipeline enhancements, with expanded asset/resource handling and testing assets to accelerate development. Impact highlights include: improved rendering fidelity through a view-projection camera, robust scene management via a scalable entity collection, a new mesh rendering subsystem with shaders and OBJ loading, and a more cohesive rendering framework with pipeline collection and resource-path management. Flow refactors unify pre-draw and post-draw phases, stabilizing the render loop and reducing pipeline bugs. The work lays the groundwork for larger, more complex scenes and visuals, while improving build stability and developer productivity.

January 2025

39 Commits • 9 Features

Jan 1, 2025

Concise monthly summary for 2025-01 covering OonoYouji/ONEngine. This month delivered foundational engine scaffolding for scene management and a forward-looking rendering pipeline, enabling ECS-oriented architecture and GPU-accelerated rendering work. Key infrastructure was established for scenes, graphics, and rendering, with significant refactors to improve maintainability. In parallel, quality improvements and organization efforts reduced technical debt and positioned the project for upcoming feature work.

December 2024

30 Commits • 12 Features

Dec 1, 2024

December 2024 ONEngine monthly review: Stabilized core subsystems and delivered substantial editor and rendering enhancements while laying a strong foundation for future features. Key outcomes include a redesigned console UI with inspector and hierarchy views, rendering pipeline improvements with mirror reflections and Blinn-Phong lighting fixes, and a modular shader/transform architecture. Editor tooling advanced with gizmo support and integrated Create GameObject command. Foundational DX initialization and resource management were completed alongside a class-based framework refactor, and windowing improvements along with build stability enhancements were achieved. This work drives developer productivity, improves rendering fidelity, and strengthens the engine foundation for upcoming releases.

November 2024

100 Commits • 30 Features

Nov 1, 2024

In Nov 2024, ONEngine shipped a robust set of gameplay systems, physics stability improvements, and foundational framework work that collectively raise quality, debugability, and business value. Key features delivered include a gauge-style HP display for player health, debug visualization for start/end points, and collider object displays, plus extensive physics and collision work (capsule orientation improvements; simplified collision checks; and full capsule-capsule and capsule-sphere detection). The camera system was expanded with core tracking/follow/lock-on behaviors and targeting logic, including rotation limits and smoothing to reduce jitter. Architectural work established a core game framework, moved scene management into the engine layer with a scene factory, and added an MT4_01_01 verification task to strengthen build/test coverage. Rendering and tooling improvements include a lighting-enabled mesh renderer, UV transform/texture handling improvements, and reliable number rendering with zero-digit handling. These changes improve stability, debugging efficiency, and readiness for production while enabling richer gameplay experiences.

Activity

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Quality Metrics

Correctness83.6%
Maintainability83.4%
Architecture81.0%
Performance74.2%
AI Usage20.2%

Skills & Technologies

Programming Languages

AssemblyAssimpBatchBinaryCC#C++CMakeCSharpDirectX

Technical Skills

2D Rendering3D Animation3D Camera Systems3D Graphics3D Math3D Math Libraries3D Model Loading3D Model Rendering3D Modeling3D Rendering3D TransformationsAI ProgrammingAlgorithmsAmplification ShadersAnimation

Repositories Contributed To

1 repo

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

OonoYouji/ONEngine

Nov 2024 Nov 2025
13 Months active

Languages Used

CC++GLSLHLSLINIImGuiJSONXML

Technical Skills

3D Camera Systems3D Graphics3D Math3D RenderingAI ProgrammingAnimation System

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