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

From Assets to a World: The Two Filling Systems That Populate a Planet

Revision note (2026-09-30): This article records work from 2026-07-06. Early proxy designs, sample measurements, and evidence about the original algorithm are distinguished below. Pending work retains its historical validation scope. Later progress is covered in heightmap reconstruction and POI, Stamp, vegetation, and rock layouts. AI-Assisted Game Dev · Asset Reverse-Engineering Series, Part 4 · Scene … Read more

Procedural Planetary Terrain: Generation Pipeline and Ground Materials

Revision note (2026-09-30): This article records work from 2026-07-05. Early proxy designs, sample measurements, and evidence about the original algorithm are distinguished below. Pending work retains its historical validation scope. Later progress is covered in heightmap reconstruction and POI, Stamp, vegetation, and rock layouts. AI-Assisted Game Development · Asset Reverse-Engineering Series · Level Terrain Prologue: … 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

Block-by-Block Reconstruction: Building Scene Assets Back into the Engine, Completely and Correctly

Revision note (2026-09-30): This article records work from 2026-06-30. Early proxy designs, sample measurements, and evidence about the original algorithm are distinguished below. Pending work retains its historical validation scope. Later progress is covered in heightmap reconstruction and POI, Stamp, vegetation, and rock layouts. This is the third stop in the “making games with AI” … Read more

Procedural Level Generation: A Full Teardown of a Four-Player Co-op Shooter

Revision note (2026-09-30): This article records work from 2026-06-28. Early proxy designs, sample measurements, and evidence about the original algorithm are distinguished below. Pending work retains its historical validation scope. Later progress is covered in heightmap reconstruction and POI, Stamp, vegetation, and rock layouts. This piece — reverse-engineering how this game builds its procedural levels … Read more

Nanite, End to End: Pipeline Walkthrough + Q&A

This is a linear walkthrough: follow one mesh asset through Nanite’s full data flow — how it’s processed offline into Nanite format (resource processing), and how that data becomes pixels on screen at runtime (the render pipeline). Depth is implementation-level, with file:line references at key points (based on a UE 5.7 source build of E:/Project/UE; … Read more