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	<title>User:Pauli1505 - Revision history</title>
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	<updated>2026-05-24T12:54:25Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://meta.wikioasis.org/wiki/User:Pauli1505?diff=904&amp;oldid=prev</id>
		<title>Pauli1505: Created page with &quot;== About me == I&#039;m an independent developer working on a &#039;&#039;&#039;3D game engine&#039;&#039;&#039;, drawing inspiration from classic engines like the Source Engine (2013) and the Quake engine while keeping things lightweight and efficient. My focus is on &#039;&#039;&#039;performance, simplicity, and full control over the rendering pipeline&#039;&#039;&#039;, avoiding unnecessary abstractions. The engine features an &#039;&#039;&#039;OpenGL and Vulkan-based renderer&#039;&#039;&#039;, and I aim to integrate custom Netradiant to streamline level design.&quot;</title>
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		<updated>2025-02-26T19:40:48Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== About me == I&amp;#039;m an independent developer working on a &amp;#039;&amp;#039;&amp;#039;3D game engine&amp;#039;&amp;#039;&amp;#039;, drawing inspiration from classic engines like the Source Engine (2013) and the Quake engine while keeping things lightweight and efficient. My focus is on &amp;#039;&amp;#039;&amp;#039;performance, simplicity, and full control over the rendering pipeline&amp;#039;&amp;#039;&amp;#039;, avoiding unnecessary abstractions. The engine features an &amp;#039;&amp;#039;&amp;#039;OpenGL and Vulkan-based renderer&amp;#039;&amp;#039;&amp;#039;, and I aim to integrate custom Netradiant to streamline level design.&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== About me ==&lt;br /&gt;
I&amp;#039;m an independent developer working on a &amp;#039;&amp;#039;&amp;#039;3D game engine&amp;#039;&amp;#039;&amp;#039;, drawing inspiration from classic engines like the Source Engine (2013) and the Quake engine while keeping things lightweight and efficient. My focus is on &amp;#039;&amp;#039;&amp;#039;performance, simplicity, and full control over the rendering pipeline&amp;#039;&amp;#039;&amp;#039;, avoiding unnecessary abstractions. The engine features an &amp;#039;&amp;#039;&amp;#039;OpenGL and Vulkan-based renderer&amp;#039;&amp;#039;&amp;#039;, and I aim to integrate custom Netradiant to streamline level design.&lt;/div&gt;</summary>
		<author><name>Pauli1505</name></author>
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