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Mergulhos profundos nas decisões técnicas por trás do meu trabalho.
Sistemas de engine, pipelines de segurança, síntese de áudio, análises de game design, investigações de incidentes. Alguns posts técnicos são detalhados o bastante para eu reconstruir o projeto a partir deles — e é essa a ideia!
Exibindo 4 de 18 ·Sistemas de engine
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- 16Sistemas de engineNº 16Sistemas de engine22 minEN
How direct drive force feedback actually works
Direct drive does not add feel. It removes the mechanical filters that gear and belt reduction stages impose. A trace of one number, from the tire model to torque at the rim.22 minEN - 4Sistemas de engineNº 4Sistemas de engine10 minEN
Audio as a gameplay pillar: why Ashlight runs on FMOD instead of Unity's AudioSource
Ashlight's audio isn't decoration, it's a core gameplay pillar that has to deliver frame-aligned legendary telegraphs, an AI hearing system that reads player footsteps, and a Lucidity scheduler that fires phantom cues without ever lying to the player during real combat. Here's the middleware decision, the 10-RTPC contract that binds Unity to FMOD, and why the most interesting audio code in the game lives outside our codebase.10 minEN - 3Sistemas de engineNº 3Sistemas de engine6 minEN
Building a real-time Saturn ephemeris in React Three Fiber
How I rebuilt a Wallpaper Engine's Saturn simulation as the hero element of a portfolio site: Keplerian propagator for the moons, procedural ring shader, and ~5000 ring particles.6 minEN - 2Sistemas de engineNº 2Sistemas de engine8 minEN
Ashlight: building a horror engine layer on top of Unity
The systems work behind Ashlight: a custom render feature stack, dynamic dread budget, and the editor tooling that made it possible to ship without burning the team out.8 minEN