Less, but better
Simplifying is not about subtraction. It is about deciding what truly matters.
Personal blog · 2026
Notes on C++, rendering, and the systems underneath the game. A place for useful ideas, open questions, and field notes from the work.
Selected writing
Ideas I have been testing, thinking through, and keeping around for another read.
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.comAbout
Hi, I’m Haluk Oral.
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
For projects, technical questions, or simply to say hello, you can find me across these platforms.