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Juozas Žilys
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Game Bible v2

Long-running personal knowledge base on engine-agnostic game library design — memory allocators, ECS, rollback netcode, compute shaders, non-Euclidean rendering, console dev.

Role
Solo
Period
Ongoing

C · C++20/23 · Documentation

33 documents, ~500KB of design and reference notes across:

  • Memory management (arena / pool allocators, handle maps, RAII)
  • Error handling (Result<T>, std::expected, explicit codes)
  • Architecture (micro-library design, data-oriented design, ECS)
  • Engine integration (Unity P/Invoke, Godot GDExtension, Unreal)
  • Networking (deterministic simulation, rollback netcode)
  • GPU / NPU computing (compute shaders, neural processing units)
  • Advanced rendering (non-Euclidean geometry, portals, fractals, ray marching)
  • Scaling, asset pipelines, console development, localization

It’s less a project and more a living reference set — the thing I write into when I figure out a game-engineering problem well enough to put it in durable words.