BUILD.
BATTLE.
BELIEVE. — Outlore Interactives | Hardcore Action Combat & C++ Game Engine Studio
I architect immersive worlds that don't just entertain —
they obsess players. Built from the ground up, one line of code at a time.
Project
Ronin.
A relentless, action-combat experience engineered from scratch. Drawing heavy inspiration from Sekiro and Black Myth, featuring frame-perfect parries, bespoke AI, and uncompromising difficulty.
Mastering the Hit-Stop Deflect Window
Combat in Project Ronin relies heavily on physical feedback. In this dev log, discover the exact math behind frame-perfect parries, how hit-stop calculations create crunchy combat feel, and how rollback state snapshots eliminate latency.
Unreal Engine
C++ RPG
Before Project Ronin, there was the Unreal C++ Prototype. Moving away from managed languages, this project was a brutal dive into memory management, native C++ performance, and high-fidelity rendering pipelines. It laid the groundwork for my current combat architecture.
From Engine to API: Custom OpenGL Rendering
Modern game engines abstract the hardest math away from the developer. But to truly understand performance, you have to build the rendering pipeline yourself. This technical deep-dive breaks down exactly how I engineered a custom OpenGL shader architecture without relying on Unity or Unreal's massive overhead.
Read the Full ArticleJoin the Vanguard
Follow the solo development journey, get access to early technical builds, and help shape the next era of action combat.
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