In a custom game engine, adding properties can create repetitive work across serialisation, deserialisation and editor tooling. Keeping those systems consistent becomes harder as the codebase grows.
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The exploration
Investigated a minimal approach to static reflection during a team engine project, with an emphasis on making property information reusable.
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Read the original article
The original technical write-up is available through the Writing section. Source excerpts and expanded implementation notes can be added as this portfolio develops.