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Eugungs Development Portfolio

Game Engine Architecture Visual

Core Engine Architecture

Custom-built rendering pipelines optimised for 60FPS on mobile devices. We utilise modular entity-component systems that allow for rapid iteration on game mechanics without code bloat.

Particle Systems Visual

Advanced Particle Systems

GPU-accelerated simulations for smoke, fire, and magic effects. Our systems feature dynamic property interpolation and collision detection, ensuring realistic environmental interaction.

UI Layout Visual

Responsive UI/UX Systems

Scalable interface frameworks designed for clarity under pressure. We prioritise touch-target precision and visual hierarchy to maintain usability during high-intensity gameplay or rapid trading scenarios.

Game Logic vs. Market Logic

Comparative analysis of our dual-specialisation stacks.

TEAM BLUE: GAME DEV TEAM RED: TRADING
Metric / Component Game Engine (Blue) Trading Algo (Red)
Loop Type Frame-based (Delta-time interpolated) Tick-based (Microsecond precision)
User Input Touch/Tap/Accelerometer (Latency < 50ms) Order Execution/Signal (Latency < 1ms)
State Management Entity Snapshot / Serialization Account Balance / Position Size
Outcome Metric Win/Loss Condition / Score Profit/Loss (P/L) / ROI
Risk Handling Difficulty Scaling / RNG Seeding Stop-loss / Position Sizing

* Hover over rows to highlight comparison columns.

The Eugungs Field Guide: Hybrid Engineering

Core Concept

Eugungs operates on a unique philosophy: deterministic entertainment. We treat game mechanics with the same mathematical rigour applied to market volatility. This means our "Loot Box" probabilities are as transparent as our trading spreads, and our "Level Progression" curves are calculated using the same regression models that predict asset movement.

Decision Criteria

  • Performance: Can the system sustain 60FPS while processing network packets? We refuse to compromise frame-time for feature density.
  • Security: Is the logic client-authoritative or server-authoritative? We never trust the client in financial or competitive contexts.
  • Scalability: Does the architecture support a 100-user beta and a 1M-user launch without a rewrite? We design for horizontal scaling from day one.

Myth vs. Fact

MYTH

"Game engines are just for entertainment, not serious business logic."

FACT

"The rendering loop (16.6ms) forces optimisation discipline that makes trading execution (sub-millisecond) easier to manage, not harder."

Common Pitfalls

  • Ignoring delta-time (leads to physics desync).
  • Hardcoding values instead of using configuration objects.
  • Mixing UI state with data state (leads to race conditions).
  • Trusting browser timestamps for critical logic.

Development Workflow

1

Define & Constrain

We map the logical state tree and identify latency-critical paths before writing a single line of code.

2

Select & Validate

Choosing the stack (Unity, Godot, or Custom C++). We prototype the core loop to validate feasibility.

3

Apply & Example

Coding the MVP. We use a "Greybox" method: function over form, strictly data-driven.

4

Review & Action

Profiling and optimisation. We ship with full telemetry enabled for live monitoring.

Signals of Trust & Quality

At Eugungs, trust is not a marketing buzzword; it is an architectural requirement. We build systems that prioritise user data integrity and operational transparency.

Privacy-First Architecture

No third-party tracking pixels on critical paths. User data is encrypted at rest and in transit.

Transparent Code Standards

Our comparison matrices (like the one above) reflect actual architectural decisions, not marketing fluff.

Dedicated Support Channel

Direct access to engineering leads for integration queries (Mon-Fri: 09:00-18:00).

Contact the Engineering Team

Reach out for technical specifications or partnership enquiries.

Address South Bank 196, London, UK
Hours Mon-Fri: 09:00-18:00
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