Latest
-

Open-World Player Vehicle Driving P11: Chase, Escape, and Dynamic Control — How a Task Changes a Vehicle’s Driving Constraints
Previous article: Open-World Player Vehicle Driving P10: Driving, Aiming, and In-Vehicle Combat — How One Vehicle Handles Motion and Interaction P10 examined how driving, aiming, and in-vehicle weapon interaction can coexist on one continuously running vehicle. P11 addresses the next layer: when a task asks the vehicle to approach, intercept,…
More posts
-

Open-World Player Vehicle Driving P1: Entering a Vehicle, Seat Relationships, and Driving Takeover — When Does the Player Become the Driver?
This is the first solution-focused article in the open-world player vehicle driving series. The prologue established that the…
-

Open-World Player Vehicle Driving Series: The Player Takes Over a Car That Was Already Running on Its Own
This is the prologue to the player-vehicle-driving subseries within “How to Build an Open-World Game.” It follows the…
-

Dynamic City | City Traffic Runtime (Part 2): Route Execution, Driving Policy, and Multi-Vehicle Executors
This article is the lower half of the traffic-runtime topic in the “How to Build an Open-World Game”…
-

Dynamic City | City Traffic Runtime (Part 1): Road Networks, Junction Right of Way, Traffic Signals, and Dispatch Orchestration
Previous article: Vehicle Driving Execution Runtime and Physics Seams (Part 2) This article is the traffic-runtime installment in…
-

Dynamic City | Vehicle Driving Runtime (Part 2): Driving Execution Stack, Kinematic Preview, and Physical Integration
This is the lower half of the vehicle topic in the “How to Build an Open-World Game” series.…
-

Dynamic City | Vehicle Driving Runtime (Part 1): Persistent Driving Intelligence, Seat Relationships, and Driving Authority
This is one of the practical installments in the “How to Build an Open-World Game” series, following the…
-

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…
-

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…
-

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 ·…
-

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…
-

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…
-

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…