A high performance Vulkan/DX12 game engine in C++ & C#
The week focused heavily on maturing the Glimmer global illumination system, addressing visual discontinuities, probe occlusion bugs, and performance regressions across multiple rendering paths. Work included fixes for SH blend artifacts, backface categorization errors, and flickering issues,…
Get this in your inbox every Monday →A deterministic 0–100 hygiene score — README, license, CI, tests, docs, and freshness.
Who ships this repo — author concentration and the bus factor across the last 300 mainline commits.
How welcoming this repo is to contributors — issue throughput, close time, responsiveness, and good-first-issue count.
What this project is built on — dependency count by ecosystem, the license mix, and anything worth a legal look before you adopt it.
Whether this project's CI can be trusted — pass rate, run times, flaky runs, and which workflow is the weak link.
Grounded in HyperionEngine's README, structure, and recent commits — answers won't invent code they haven't seen.
A Monday email with what shipped, in plain English — no account needed.
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A floor, not a guess: counts only commits whose author, co-author trailer, or message explicitly credits an AI tool (Claude, Copilot, Cursor, aider, Codex…). Based on 30 mainline commits. Unattributed AI code isn't counted here — the full audit estimates that separately.