Dynamic City | City Population Runtime (Part 2): Task Execution, Scenario Behavior, and Presentation Boundaries

This is the second pedestrian-focused installment in the How to Build an Open-World Game series. Part 1 covered scheduling and decision-making up to the point where an event has produced a task slot. This article covers the other half: how a task becomes observable behavior, how scenario points populate the environment, and where locomotion, animation, … Read more

AI-Native Development in Practice — TPS Camera Overhaul (Part 1): Aligning Camera Placement and Framing by the Numbers

Part of the “AI-Native Game Development” series. The June kickoff post named “converting FPS into TPS” as the first thesis to validate in Phase Two, and promised to “record completion as completion, and setbacks as setbacks.” A month and change later, it’s done — these two posts are the delivery record. 1. What This Record … Read more

From Rules to a World: A C++ Runtime Verification of Procedural Terrain

— From a reverse-engineered generation model to pre-landing engineering verification AI-Assisted Game Development · Asset Reverse-Engineering Series · Terrain Pre-Landing Verification Where this fits: earlier in this series we took apart a game’s procedural level generation — the terrain article read out the recipe that “terrain isn’t stored as a heightmap, but computed on the … Read more

Open-World Population Orchestration: Identity Before the Entity, Crowds Tiered by Distance

Series The City That Runs Itself · Pedestrians · Scheduling Layer Previous (series overview): Rebuilding a City That Runs Itself in UE5. This article picks up from it, going deep on the crowd / population part. The traffic article covered how vehicle flow is scheduled. This one turns the lens to the crowds on the … Read more

Dynamic City | City Population Runtime (Part 1): World Foundation, Population Scheduling, and Perception–Decision

This article is one of the deep-dive installments of the How to Build an Open-World Game series (the series overview, *A Systems Overview*, is here—reading it first is recommended for the big picture), focused on a single point deep enough to deserve its own piece: when a street has to keep hundreds of NPCs and … Read more

Runtime Weapon Batching in UE5: Designing Mesh Merge on Top of Texture Atlas

For mid-to-senior engineers with an UE rendering background. The whole article uses, as a reference implementation, a runtime weapon-batching system shipped in a large FPS that has been live on mobile — walking through its overall flow, key technical choices, and implementation-level details: how to collapse a modular weapon assembled from a dozen parts into … Read more

Procedural Planetary Terrain: Generation Pipeline and Ground Materials

AI-Assisted Game Development · Asset Reverse-Engineering Series · Level Terrain Prologue: Open the Level, and Look at the Ground Beneath Your Feet The previous articles extracted assets from binary, imported them into the engine, and restored them to their coordinates. Once that was done, a level could be opened — buildings stand, crates are scattered, … Read more

AI-Native Game Dev · Dissecting the Monster Animation System of a Top-Tier Game

In the previous article, *AI-Native Game Dev · Reverse-Engineering a Game Character Model into the Engine*, I pulled the assets of a third-person shooter’s characters and monsters — meshes, skeletons, materials — out of its package files and into the engine. That article was about whether the assets could be imported, and imported correctly. But … Read more