Posts

Creating Believable Game Worlds

Creating Believable Game Worlds explores a key concept in modern game development.

The article discusses design principles, common mistakes, and practical approaches.

Understanding this topic helps developers create more focused and engaging experiences.

Using Blueprints vs C++ in UE5

Using Blueprints vs C++ in UE5 explores a key concept in modern game development.

The article discusses design principles, common mistakes, and practical approaches.

Understanding this topic helps developers create more focused and engaging experiences.

Building a Minimal Game Prototype

Building a Minimal Game Prototype explores a key concept in modern game development.

The article discusses design principles, common mistakes, and practical approaches.

Understanding this topic helps developers create more focused and engaging experiences.

Lighting Techniques for Dark Scenes

Lighting Techniques for Dark Scenes explores a key concept in modern game development.

The article discusses design principles, common mistakes, and practical approaches.

Understanding this topic helps developers create more focused and engaging experiences.

Why Retro Games Still Matter

Why Retro Games Still Matter explores a key concept in modern game development.

The article discusses design principles, common mistakes, and practical approaches.

Understanding this topic helps developers create more focused and engaging experiences.

Designing Horror Atmosphere Through Sound

Designing Horror Atmosphere Through Sound explores a key concept in modern game development.

The article discusses design principles, common mistakes, and practical approaches.

Understanding this topic helps developers create more focused and engaging experiences.

Marching Cubes Explained Simply

Marching Cubes is a classic algorithm for turning voxel data into a smooth surface mesh.

It evaluates density values at the corners of each cube and uses a lookup table to determine triangle placement.

Despite its age, the algorithm is still widely used for terrain, fluids, and volumetric effects.

Procedural Cities with Noise Layers

Procedural city generation allows developers to create vast urban environments with minimal manual effort.

By combining multiple noise layers such as Perlin, Simplex, and Voronoi noise, developers can control districts, road density, and building height variation.

In modern engines like Unreal Engine, these systems are often paired with instanced meshes and data-driven workflows to keep performance high.