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Custom C++ tower defense — protect your base against escalating monster waves.

A tower defense game built on a custom C++/OpenGL engine from scratch. Players place towers to stop waves of enemies navigating toward the base. I led technical direction with a focus on pathfinding scalability and data-driven balancing.
  • Led a 5-person engineering team for a custom-built C++ engine project; prioritized engineering milestones and conducted rigorous code reviews to ensure system integrity.
  • Contributed to replacing per-frame per-agent path recomputation with a singleton-style path manager strategy, significantly reducing pathfinding overhead under stress conditions.
  • Contributed benchmark scenarios (up to 300 monsters) and profiling reports used to validate major runtime reductions versus naive recomputation.

Technical Deep Dive

Pathfinding Architecture Rework

My work included refactoring high-frequency A* update paths and adopting a singleton-style path manager pattern that reduced redundant recomputation under load.

Benchmark-Driven Optimization

I added and analyzed scripted benchmark scenarios (e.g., 100 monsters × 240 frames) to compare pathfinding strategies. Team benchmark logs report large gains (around ~5,900×, with stress outliers up to ~25,000×) versus naive recomputation.

Data-Driven Gameplay Iteration

I worked on text-file driven wave/map/tower parameter flows so balance iteration could happen with minimal core-code churn and repeatable runtime behavior.