Less, but better
Simplifying is not about subtraction. It is about deciding what truly matters.
Notes on game engines, rendering, and the production-ready systems underneath interactive worlds.
About
Hi, I’m Haluk Oral.
I’m a capable single-player gamer but, honestly, a terrible teammate. Some of my favorite games are the Fallout series, Prey, Kingdom Come: Deliverance I & II, Baldur’s Gate 3, and many others I’m surely forgetting. I’m also an avid science-fiction reader: Isaac Asimov’s works and the Dune series are among my favorites—and, of course, Arthur C. Clarke deserves a special mention. Also I love warm weather, and summer has always been my favorite time of year.
Throughout my career, I’ve worked with Unity, CryEngine, and Unreal Engine 3, 4, and 5. In recent years, while using Unreal Engine 5 professionally, I spent my free time building a game engine of my own. What began as a hobby has since grown into a passion. Today, I’m developing Hasterza: a C++23 and Vulkan-based engine built around modern rendering techniques, without a traditional rasterization pipeline. It is still very much a work in progress.
Simplifying is not about subtraction. It is about deciding what truly matters.
A small way to capture good questions regularly instead of waiting for inspiration.
Moving from an answer machine to a partner that sharpens the way we think.
Category archive
Reusable C++ systems, UI kits, and production-ready tools. The complete archive keeps every original article link intact.
Project
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.comContact
For projects, technical questions, or simply to say hello, you can find me across these platforms.