Abstract neon circuit pattern
Hacenob Lab

Engineering Tomorrow's Digital Assets

Our internal R&D division explores bleeding-edge technologies, from procedural generation engines to physics-based animation systems. This lab showcases our experimental frameworks and production-ready assets.

Core Tech Stack

v2026.Q1

Unreal Engine 5.3

Primary rendering pipeline with custom Lumen configurations and Nanite mesh streaming for cinematic quality real-time visuals.

Proprietary Algorithms

Custom pathfinding and behavioral trees optimized for massive entity counts, reducing CPU overhead by 40% in stress tests.

Static Analysis CI

Automated code quality gates enforce strict design patterns, preventing technical debt accumulation before merge.

Workflow Protocols

  • Unit test coverage > 90% for core systems
  • Performance budget: 16.6ms frame time
  • Memory profiling on every commit
  • Cross-platform build verification

Featured Projects

Selection of recent prototypes and production assets.

View Full Archive
Project Alpha concept art

Project Alpha: Velocity

Hyper-casual arcade racer built on custom physics engine. Features procedurally generated tracks and 60fps stability on mobile devices.

Mobile
Project Beta environment concept

Project Beta: Echoes

Narrative-driven pixel art RPG with branching dialogue system and dynamic morality mechanics. Focuses on atmospheric storytelling.

PC/Console
Project Gamma simulation interface

Project Gamma: Flux

Real-time fluid dynamics simulator for industrial visualization. Uses GPU compute shaders for particle accuracy.

Simulation
Terrain generator interface

Terrain Gen v3

Procedural world-building toolkit for open-world games. Features biomes, erosion simulation, and LOD management.

Tools
Design system components

HUD Framework

Modular UI system for games and tools. CSS-driven animations with hardware acceleration, zero external dependencies.

Frontend
AI node graph editor

Neural Graph

Behavior tree editor for AI agents. Visual scripting interface with live debugging and performance metrics.

AI Tools

Asset Library

Async Task Manager

C++ / Blueprint
void UTaskManager::ProcessQueue() {
  // Priority-based execution
  if (TaskQueue.IsEmpty()) return;
  ExecuteTask(TaskQueue.Dequeue());
}

Lock-free queue implementation for high-frequency task scheduling in multi-threaded environments.

Memory Pool Allocator

Rust
pub struct Pool<T> {
  blocks: Vec<Box<[T; 64]>>,
  free_list: Stack<*mut T>,
}

Zero-allocation object pooling for real-time systems. Cache-friendly memory layout.

Hacenob Field Guide

The Core Concept: Deterministic Systems

In game development and interactive systems, "deterministic" means that given the same input and state, the system will always produce the exact same output. This is critical for replay systems, network synchronization, and debugging. At Hacenob, we enforce deterministic logic from the ground up rather than treating it as an afterthought.

Decision Criteria

  • Fixed-point arithmetic: Use integers instead of floats for physics to avoid floating-point drift across platforms.
  • No randomness in core loops: Randomness is seeded and injected at the frame level, never inside update logic.
  • Strict tick rates: Decouple rendering frequency from simulation frequency. Fixed 60Hz physics ticks, interpolated visuals.

Common Mistakes to Avoid

  • Using platform-specific math functions (sin, cos, sqrt) without verification
  • Relying on unordered map iteration or hash-based collections in simulation code
  • Allowing time-based inputs to influence physics state directly
  • Ignoring compiler flags that affect floating-point behavior

Quick Reference: Glossary

Tick
Single iteration of the simulation loop. Fixed delta time.
Replication
Data sent from server to clients to maintain synchronized state.
Lerp
Linear interpolation. Smooths visual movement between ticks.
Jitter Buffer
Network queue that compensates for packet arrival variance.

Protocol Checklist

• Verify byte-level consistency • Test on 32-bit and 64-bit targets • Profile memory allocators • Run long-duration soak tests

Development Workflow

Our four-phase pipeline for shipping reliable interactive systems.

1

Define & Constraint

Establish performance budgets, input requirements, and platform targets. Document edge cases.

2

Validate & Select

Prototype candidate algorithms. Run benchmarks and validate against deterministic requirements.

3

Implement

Write production code with strict static analysis. Integrate unit tests and profiling hooks.

4

Review & Iterate

Analyze telemetry and replays. Refine parameters and optimize hot paths.

Example: Input Handling

When handling controller input, raw values are quantized to 16-bit integers immediately upon capture. This ensures bit-exact replication across the network. The client simulates locally using the quantized values, while the server validates using the same deterministic function. Visual smoothing (lerping) is applied only to the render state, never to the simulation state.

View Tech Specs

Quality Signals

Benchmark Results

Current rendering pipeline achieves 16.2ms average frame time on RTX 3080 at 4K resolution with full dynamic lighting.

Verified: 2026-Q1 Internal Report

Scenario Test: Network Lockstep

In a 128-player simulation, state consistency was maintained across 15,000+ consecutive ticks with zero desynchronization events.

Automated CI Batch #4892

Scenario: User Testimonial

"The event replay system caught a heisenbug that only appeared on 32-bit Linux builds. The deterministic log pinpointed the exact frame and input vector." — Senior QA, Simulation Team

Archived: Test Cycle 2025.12

Trust Badges

These controls are implemented throughout our systems:

Privacy-First Telemetry Configurable Analytics Memory Leak Detection Replay Validation

Ready to build together?

Reach out to discuss technical partnerships, asset licensing, or R&D collaboration opportunities.