Personal blog · 2026

Thoughts, work, and everything I learn building engines.

Notes on C++, rendering, and the systems underneath the game. A place for useful ideas, open questions, and field notes from the work.

C++UNREAL ENGINEFABGAMEPLAY SYSTEMSNOTES

Selected writing

Recent notes

Ideas I have been testing, thinking through, and keeping around for another read.

ESSAYSJUL 28, 2026
01

Less, but better

Simplifying is not about subtraction. It is about deciding what truly matters.

Read article
MAKINGJUL 14, 2026
02

Turning curiosity into a system

A small way to capture good questions regularly instead of waiting for inspiration.

Read article
TECHNOLOGYJUL 02, 2026
03

Thinking with AI

Moving from an answer machine to a partner that sharpens the way we think.

Read article

Category archive

Gameplay tools built for Unreal Engine.

Reusable C++ systems, UI kits, and production-ready tools. The complete archive keeps every original article link intact.

View all FAB posts
Path-traced render from the Hasterza engine

Project

Hasterza — a ray traced C++ engine.

A compact C++23 engine with a Vulkan 1.3 hardware ray-traced renderer and a 6-DOF rigid-body physics engine. Geometry, lighting, shadows, reflections, and global illumination are all ray traced — this is where most of my engine-level curiosity goes.

Visit hasterza.com

About

H

Hi, I’m Haluk Oral.

Engine developer at heart — I care most about what runs underneath the game, not just what’s on screen.

That shows up as a C++ developer, gameplay programmer, and Unreal Engine developer: building the systems, tools, and pipelines that make interactive worlds work.

This blog is where those habits meet: what I build, and what I’m still figuring out.

Contact

Have an idea?
Let’s talk.

For projects, technical questions, or simply to say hello, you can find me across these platforms.