
Over two months, Alexandru Puiu developed core engine features for ManMetGames/Game-Engines-25-26-Ionix-2, focusing on scene management, audio, and physics systems. He implemented a single-active-scene model with lifecycle event handling and overhauled the audio subsystem, integrating it with ECS architecture for flexible playback and resource management. In November, Alexandru refactored the physics engine, introducing a dedicated manager, fixed timestep updates, and event-driven collision handling with shape filtering. Using C++, CMake, and Lua, he improved build tooling and asset scaffolding, resulting in a more maintainable codebase and streamlined development workflows. His work demonstrated depth in engine architecture and system integration.

November 2025 Highlights for ManMetGames/Game-Engines-25-26-Ionix-2: Delivered core physics improvements, advanced collision handling, gameplay enhancements with two-player support, and builds tooling to accelerate development. Key features delivered: - Physics Engine Core Refactor and Stabilization: dedicated Physics Manager, fixed timestep updates, robust interpolation, and gravity controls to improve stability, accuracy, and maintainability of the physics system. - Collision System Overhaul: event-driven collision handling with support for shapes (circle, box, polygon) and collision filtering/masking to fine-tune interactions between entities. - FlappyBird Gameplay Tuning and Two-Player Support: isolated and refined game logic, gravity and jump tuning, and addition of two-player mode to boost gameplay competitiveness. - Build System and Utilities: added CMake build configuration and tooling to streamline building the engine and client, plus related utility improvements (Rider-friendly setup). Major bug fixes and stability work: - Fixed two-player synchronization bug in FlappyBird mode and integrated physics updates into the FixedUpdate loop for deterministic simulation. - Merge-conflict resolutions and cleanup to ensure a clean, maintainable codebase. Overall impact and accomplishments: - Significantly improved physics stability, accuracy, and visual fidelity; enhanced engine maintainability and onboarding for new features. - Increased developer productivity through improved tooling and build processes, enabling faster iteration and safer releases. Technologies/skills demonstrated: - C++ engine architecture, physics simulation design, event-driven systems, shape-based collision, and lerp-based interpolation. - Build tooling and CI readiness: CMake configuration, Rider integration, and utility enhancements. - Code quality improvements: extensive commenting, refactoring, and callback utilities.
November 2025 Highlights for ManMetGames/Game-Engines-25-26-Ionix-2: Delivered core physics improvements, advanced collision handling, gameplay enhancements with two-player support, and builds tooling to accelerate development. Key features delivered: - Physics Engine Core Refactor and Stabilization: dedicated Physics Manager, fixed timestep updates, robust interpolation, and gravity controls to improve stability, accuracy, and maintainability of the physics system. - Collision System Overhaul: event-driven collision handling with support for shapes (circle, box, polygon) and collision filtering/masking to fine-tune interactions between entities. - FlappyBird Gameplay Tuning and Two-Player Support: isolated and refined game logic, gravity and jump tuning, and addition of two-player mode to boost gameplay competitiveness. - Build System and Utilities: added CMake build configuration and tooling to streamline building the engine and client, plus related utility improvements (Rider-friendly setup). Major bug fixes and stability work: - Fixed two-player synchronization bug in FlappyBird mode and integrated physics updates into the FixedUpdate loop for deterministic simulation. - Merge-conflict resolutions and cleanup to ensure a clean, maintainable codebase. Overall impact and accomplishments: - Significantly improved physics stability, accuracy, and visual fidelity; enhanced engine maintainability and onboarding for new features. - Increased developer productivity through improved tooling and build processes, enabling faster iteration and safer releases. Technologies/skills demonstrated: - C++ engine architecture, physics simulation design, event-driven systems, shape-based collision, and lerp-based interpolation. - Build tooling and CI readiness: CMake configuration, Rider integration, and utility enhancements. - Code quality improvements: extensive commenting, refactoring, and callback utilities.
October 2025: Delivered foundational systems for scene lifecycle and a robust, ECS-integrated audio subsystem, plus targeted build/test workflow improvements. These changes establish a stable single-active-scene model, centralized and flexible audio playback, and faster development/testing cycles with asset scaffolding.
October 2025: Delivered foundational systems for scene lifecycle and a robust, ECS-integrated audio subsystem, plus targeted build/test workflow improvements. These changes establish a stable single-active-scene model, centralized and flexible audio playback, and faster development/testing cycles with asset scaffolding.
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