Engine Architecture & Rule Logic
- Developed around an early interest in low-level systems programming and object-oriented design, alongside a long-standing interest in the game itself.
- Implements full rule-complete move generation — castling rights tracking, en passant state, promotion handling, and legal move filtering via check detection.
- Game state structured as a deterministic, serialisable representation with clear separation between board state, piece logic, and move history.
- Built using modular class hierarchies, RAII-based resource management, const-correctness, and strong type separation to enforce invariants at compile time.
GUI & Software Design
- Responsive OpenGL GUI built with GLFW and ImGui, separating rendering, game state, and input handling into clean subsystems with well-defined interfaces.
- Performance-aware design and predictable control flow throughout — avoiding dynamic allocation on hot paths and keeping frame-time costs bounded.
- Comprehensive inline comments and structured project documentation covering architecture decisions, data structures, and rule implementation logic.
- The structured C++ architecture reflects the discipline required in avionics embedded software and telemetry-driven compute platforms.