
Max Smits developed core gameplay systems and infrastructure for the lonkaars/crepe repository, focusing on scalable architecture and robust feature delivery. Over three months, he implemented an AI system with behavior trees, a physics engine with pathfinding, and a modular audio pipeline, all in C++ with CMake for build management. His work included delta-time integration for frame-rate independence, a component-based entity system, and extensive test coverage using Doxygen for documentation. By refactoring APIs, improving code quality, and introducing automated testing, Max enabled safer refactors and faster iteration, resulting in a maintainable codebase that supports future content and developer onboarding.

January 2025: Delivered cross-subsystem improvements for lonkaars/crepe that enhance gameplay fidelity, polish, and scalability. Implemented an initial audio system with assets and volume control, delta-time driven updates for frame-rate independence, NPCs and scripting scaffolding, dynamic background visuals, a new shop UI, and movement/input refinements. Stabilized gameplay with key fixes (parallax and camera issues, collision handling, and zero-velocity movement guard), laying a solid foundation for future content and monetization.
January 2025: Delivered cross-subsystem improvements for lonkaars/crepe that enhance gameplay fidelity, polish, and scalability. Implemented an initial audio system with assets and volume control, delta-time driven updates for frame-rate independence, NPCs and scripting scaffolding, dynamic background visuals, a new shop UI, and movement/input refinements. Stabilized gameplay with key fixes (parallax and camera issues, collision handling, and zero-velocity movement guard), laying a solid foundation for future content and monetization.
December 2024 — Delivered core AI, behavior, physics, and pathfinding capabilities in lonkaars/crepe and lonka/crepe, establishing a solid foundation for autonomous agents and interactive systems. Key features include an AI component with tests, a Mediator-based behavior system with seek behavior, Rigidbody-based physics, extensive pathfinding (flee, arrive, path_follow, oval paths), and stability improvements to the game loop. Significant code quality and documentation work (Doxygen, formatting, comments), plus testing and failure-mode tooling (shutdown script) to support reliability and maintenance. The work reduced runtime risks, improved developer onboarding, and accelerates future feature delivery.
December 2024 — Delivered core AI, behavior, physics, and pathfinding capabilities in lonkaars/crepe and lonka/crepe, establishing a solid foundation for autonomous agents and interactive systems. Key features include an AI component with tests, a Mediator-based behavior system with seek behavior, Rigidbody-based physics, extensive pathfinding (flee, arrive, path_follow, oval paths), and stability improvements to the game loop. Significant code quality and documentation work (Doxygen, formatting, comments), plus testing and failure-mode tooling (shutdown script) to support reliability and maintenance. The work reduced runtime risks, improved developer onboarding, and accelerates future feature delivery.
November 2024 was focused on API stabilization, architecture improvements, and quality gains for lonkaars/crepe. Key features delivered include API modernization (crepe namespace, renamed methods, and simplified queue handling), GameObject API alignment with the class diagram, and the new Metadata component. The Scene System now includes an abstract Scene, SceneManager, practical examples, and edge-case handling (-1). A cross-cutting improvement package introduced get_instances_max across components (Transform and add_component) with performance considerations, plus formatting and const-correctness enhancements. These efforts collectively improve reliability, scalability, and developer efficiency, enabling safer refactors, faster feature delivery, and better test coverage.
November 2024 was focused on API stabilization, architecture improvements, and quality gains for lonkaars/crepe. Key features delivered include API modernization (crepe namespace, renamed methods, and simplified queue handling), GameObject API alignment with the class diagram, and the new Metadata component. The Scene System now includes an abstract Scene, SceneManager, practical examples, and edge-case handling (-1). A cross-cutting improvement package introduced get_instances_max across components (Transform and add_component) with performance considerations, plus formatting and const-correctness enhancements. These efforts collectively improve reliability, scalability, and developer efficiency, enabling safer refactors, faster feature delivery, and better test coverage.
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