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Marcel Kulina

Platform Lead iOS @ adesso SE · kulina.dev
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Marcel is Platform Lead iOS at adesso SE, one of Germany's largest IT consultancies, with 9 years of production mobile experience. He leads mobile architecture across enterprise client projects, with deep interests in low-level systems and language tooling. He writes at kulina.dev.

Swift for Game Development: The Wins, The Walls, The Gaps

iOS developer by day, game engine developer by night. I love Swift, so I wondered: could my favourite language actually work for games? It has the performance, value types, modern syntax, and a growing story beyond Apple's walled garden. So why is almost no one doing it?
So I tried.

This talk is the result of that experiment, a dive into the corners of Swift most of us rarely touch.

Part one covers the features that shape game performance: memory layout, struct packing, raw memory, what C/C++ interop really feels like (and where Swift/C++ overpromises), the missing primitive of runtime reflection, Swift on Windows in 2026, and where the language's safety defaults fight you.

Part two is a live demo: building a small physics sandbox on stage with Swift, Raylib, and Box2D. Enough to see the pieces work, and the rough edges too.
Familiarity with Swift and C/C++ basics helps, but no game engine experience needed.

An honest look at Swift outside Apple's ecosystem.

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