
Rodrigo Correia developed core engine features and infrastructure for the GameDevTecnico/cubos repository, focusing on rendering, scripting, and build system reliability. He implemented MSDF-based UI text rendering and frustum culling for voxel meshes, using C++ and GLSL to improve visual fidelity and performance. Rodrigo introduced Lua scripting integration with a custom module loader, enabling flexible game logic and rapid prototyping. He stabilized the CMake-based build system for cross-platform compatibility and addressed GCC 15 issues to streamline CI. His work included technical documentation in RST, clarifying engine pipelines and onboarding processes, reflecting a deep, systems-level approach to game engine development.

July 2025: Delivered substantial build and scripting improvements for cubos, creating a more robust, maintainable foundation and enabling faster iteration cycles for gameplay features. Key outcomes include a CMake-compatible, Wayland-agnostic build and a flexible Lua scripting layer with a module loader and first-class startup/update systems.
July 2025: Delivered substantial build and scripting improvements for cubos, creating a more robust, maintainable foundation and enabling faster iteration cycles for gameplay features. Key outcomes include a CMake-compatible, Wayland-agnostic build and a flexible Lua scripting layer with a module loader and first-class startup/update systems.
June 2025 monthly summary for GameDevTecnico/cubos-blog. Focused on documentation-driven work that supports performance improvements and developer onboarding. Delivered two key documentation features and clarified current capabilities without code changes this month.
June 2025 monthly summary for GameDevTecnico/cubos-blog. Focused on documentation-driven work that supports performance improvements and developer onboarding. Delivered two key documentation features and clarified current capabilities without code changes this month.
Month: 2025-05 — Build stabilization and GCC 15 compatibility for GameDevTecnico/cubos. Implemented a focused fix addressing a GCC 15 compilation error by updating voxel.hpp getBoxes to return a const reference and correcting voxelShapeVolume iteration. The change reduces build failures, clarifies code paths, and unlocks smoother CI and faster iteration for features in cubos.
Month: 2025-05 — Build stabilization and GCC 15 compatibility for GameDevTecnico/cubos. Implemented a focused fix addressing a GCC 15 compilation error by updating voxel.hpp getBoxes to return a const reference and correcting voxelShapeVolume iteration. The change reduces build failures, clarifies code paths, and unlocks smoother CI and faster iteration for features in cubos.
April 2025 performance summary for GameDevTecnico/cubos: Delivered Lua scripting bindings and runtime support for the Cubos Engine. Introduced a dedicated Lua bindings subproject, CMake build configuration for seamless integration, a plugin entry point, and a sample hello_world application to demonstrate Lua script execution from a specified path. This foundational work enables rapid prototyping, engine extensibility, and user scripting capabilities.
April 2025 performance summary for GameDevTecnico/cubos: Delivered Lua scripting bindings and runtime support for the Cubos Engine. Introduced a dedicated Lua bindings subproject, CMake build configuration for seamless integration, a plugin entry point, and a sample hello_world application to demonstrate Lua script execution from a specified path. This foundational work enables rapid prototyping, engine extensibility, and user scripting capabilities.
March 2025 performance summary for GameDevTecnico repositories: Delivered targeted graphics optimizations and robust fixes across cubos and cubos-blog to improve rendering efficiency, stability, and maintainability. Focused on enabling future performance improvements through clear frustum-related infrastructure and documentation.
March 2025 performance summary for GameDevTecnico repositories: Delivered targeted graphics optimizations and robust fixes across cubos and cubos-blog to improve rendering efficiency, stability, and maintainability. Focused on enabling future performance improvements through clear frustum-related infrastructure and documentation.
January 2025: Implemented frustum-based visibility and collision utilities in the cubos project to enhance rendering performance and scene understanding. Introduced a Frustum struct and intersection functions enabling frustum-vs-box and frustum-vs-capsule checks, providing a solid foundation for occlusion culling and visibility-driven optimizations. Delivered via a focused change set with commit 98fea09e59216f45063b78b48f49b441d554a61b.
January 2025: Implemented frustum-based visibility and collision utilities in the cubos project to enhance rendering performance and scene understanding. Introduced a Frustum struct and intersection functions enabling frustum-vs-box and frustum-vs-capsule checks, providing a solid foundation for occlusion culling and visibility-driven optimizations. Delivered via a focused change set with commit 98fea09e59216f45063b78b48f49b441d554a61b.
In December 2024, delivered documentation for the MSDF-based UI text rendering feature in the GameDevTecnico cubos-blog repository. The documentation clarifies the UI rendering pipeline, required plugins and components, supported asset types, and current ASCII charset limitations, with notes on future UTF-8 enhancements. This work is tied to the commit 5f0aa44b610597bfbc60f239d03ec5281cd17487 (docs: add ui text rendering). The documentation enhances developer onboarding, reduces support overhead, and provides a clear baseline for UTF-8 expansion in future engine releases.
In December 2024, delivered documentation for the MSDF-based UI text rendering feature in the GameDevTecnico cubos-blog repository. The documentation clarifies the UI rendering pipeline, required plugins and components, supported asset types, and current ASCII charset limitations, with notes on future UTF-8 enhancements. This work is tied to the commit 5f0aa44b610597bfbc60f239d03ec5281cd17487 (docs: add ui text rendering). The documentation enhances developer onboarding, reduces support overhead, and provides a clear baseline for UTF-8 expansion in future engine releases.
Month 2024-11: Implemented MSDF-based UI text rendering in the cubos repository, including font loading, atlas generation, and a new dynamic UI text element. This provides crisp, scalable text across UI surfaces and establishes groundwork for dynamic content and localization in future releases.
Month 2024-11: Implemented MSDF-based UI text rendering in the cubos repository, including font loading, atlas generation, and a new dynamic UI text element. This provides crisp, scalable text across UI surfaces and establishes groundwork for dynamic content and localization in future releases.
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