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Miguel Canais

PROFILE

Miguel Canais

Miguel Maria Canais contributed to the GameDevTecnico/cubos and cubos-demo repositories by developing core engine features and gameplay systems over four months. He implemented Wayland compatibility in build scripts, enhanced input handling with a mouse state API, and established a reusable player framework with grid-based movement and multiplayer support. Using C++, Lua, and Nix, Miguel introduced procedural building placement for map realism and extended the ECS framework with named plugin support for better configuration and debugging. He also delivered a Lua scripting logging API, improving observability for gameplay logic. His work demonstrated depth in engine programming, 3D environment design, and system integration.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

17Total
Bugs
0
Commits
17
Features
8
Lines of code
1,644
Activity Months4

Work History

September 2025

1 Commits • 1 Features

Sep 1, 2025

September 2025 monthly summary for GameDevTecnico/cubos: Delivered Lua Scripting Logging API to enable script-based observability and easier debugging. Implemented a Lua-visible logging API with info, warn, and error levels, added C++ logging sources, bound them to Lua, and updated sample scripts to demonstrate usage. This work improves runtime diagnostics for Lua-driven gameplay logic, accelerates debugging, and aligns with our observability strategy for scripting integrations.

June 2025

1 Commits • 1 Features

Jun 1, 2025

June 2025 monthly recap for GameDevTecnico/cubos: focused on extending the Cubos ECS with explicit plugin naming to improve clarity, debugging, and maintainability. Implemented a small but impactful API enhancement that enables string-named plugins via a new named method on the Cubos class, demonstrated by naming the transform plugin in the engine. No major bug fixes recorded in this period based on available data. The work delivers clearer plugin management, better configuration visibility, and groundwork for tooling around plugin orchestration.

May 2025

1 Commits • 1 Features

May 1, 2025

May 2025 (2025-05) — GameDevTecnico/cubos-demo: Implemented procedural building assets and road-adjacent placement to enhance map realism. Delivered orange, black, and white building assets and a placement algorithm that populates empty spaces around road tiles, adding environmental detail without impacting gameplay. This work lays groundwork for scalable environmental generation and asset-driven visual variety.

March 2025

14 Commits • 5 Features

Mar 1, 2025

March 2025 monthly summary focusing on key accomplishments, business value, and technical achievements. The team delivered platform, input, and gameplay enhancements across cubos and cubos-demo, with a strong emphasis on deployment flexibility, robust user interaction, and scalable gameplay systems. Key outcomes include expanding cross-environment compatibility, improving input responsiveness, and establishing a solid foundation for multiplayer and future physics work. Highlights: - Wayland Compatibility Support: Added conditional LD_LIBRARY_PATH updates in the flake.nix build to enable Wayland libraries when a Wayland display is detected, increasing deployment options and platform reach. - Input Plugin - Mouse State Control: Introduced programmatic mouse state control with new API methods to set/get mouse state and a UI update trigger, improving input handling and accuracy within the engine. - Core Player Framework and Spawn System (cubos-demo): Implemented foundational player architecture, including input handling plugins, grid-based movement, dynamic player instantiation, scene setup, two-player bindings, and a spawn system with initialization. - Movement, Collision, and Sea Level Integration: Refined player movement and collision mechanics with sea level awareness (axis mappings, tile height handling, dynamic sea level positioning), removed unused assets, introduced movement speed modifiers and rammer mechanic, and refined terrain tile adjustments for stability. - Scoring Rule Enhancement: Updated scoring to allow scoring when all players are dead, aligning end-state behavior with new rules. Impact and value: - Reduced deployment friction and expanded platform support (Wayland), enabling broader user access. - Improved input fidelity and responsiveness via the input plugin API. - A robust, reusable player core and spawn system enabling faster iteration for future features and multiplayer support. - More realistic in-game physics and stability, with a smoother player experience and better end-state consistency. Technologies/skills demonstrated: - Nix Flakes and build scripting (flake.nix), LD_LIBRARY_PATH management for Wayland compatibility. - Engine-level input plugin architecture and API design. - Game loop enhancements: movement, collision detection, sea level dynamics, and terrain adjustments. - Scene management, dynamic instantiation, and multiplayer bindings. - Code quality practices: cleanup of unused assets and targeted fixes for collision and debug-related issues.

Activity

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Quality Metrics

Correctness83.4%
Maintainability83.4%
Architecture81.8%
Performance79.8%
AI Usage21.2%

Skills & Technologies

Programming Languages

C++JSONLuaNix

Technical Skills

3D Environment Design3D Graphics3D MathAsset ManagementBuild SystemsC++Code CleanupCollision DetectionConfigurationCore DevelopmentDebuggingECS (Entity Component System)ECS FrameworkEngine DevelopmentEngine Programming

Repositories Contributed To

2 repos

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

GameDevTecnico/cubos-demo

Mar 2025 May 2025
2 Months active

Languages Used

C++JSON

Technical Skills

3D Graphics3D MathAsset ManagementC++Code CleanupCollision Detection

GameDevTecnico/cubos

Mar 2025 Sep 2025
3 Months active

Languages Used

C++NixLua

Technical Skills

Build SystemsEngine DevelopmentGame DevelopmentInput SystemsSystem ConfigurationCore Development

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