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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,…
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From Assets to a World: The Two Filling Systems That Populate a Planet
AI-Assisted Game Dev · Asset Reverse-Engineering Series, Part 4 · Scene Ecology Intro: The Ground Is Laid —…
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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…
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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…
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Rebuilding a City That Runs Itself in UE5: A Field Guide from the Driving Core through Crowd AI to LLM-Driven Gameplay
Migrating a mature open-world RPG’s city runtime to UE5: the driving core, entities, crowd AI, smart objects, pathfinding,…
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Block-by-Block Reconstruction: Building Scene Assets Back into the Engine, Completely and Correctly
This is the third stop in the “making games with AI” series on asset reverse-engineering. The previous piece…
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Procedural Level Generation: A Full Teardown of a Four-Player Co-op Shooter
This piece — reverse-engineering how this game builds its procedural levels (no UE here; another piece covers rebuilding…
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How to Build an Open-World Game: A City That Can Tell Stories
This is the second piece in the “How to Build an Open-World Game” series. The open world we…
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AI-Native Game Dev · From Game Asset to Engine-Ready Model
In the previous article, AI-Native Game Dev in Practice · From Asset Reuse to Experience Reuse, I made…
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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…
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A PvE Extraction-Shooter Prototype: An Empirical Test of an AI-Assisted Development Pipeline
Part Two of the series · Opening of the practical track. Continues from the overview piece, AI-Native Game…
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AI-Native Game Dev in Practice · From Asset Reuse to Experience Reuse
In AI-Native Game Dev in Practice · The Full Gameplay System Map, I folded combat, enemies, and levels…
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How to Build an Open-World Game: A Systems Overview
This article is distilled from a long-running, source-level reverse-engineering read of the engine and client code of a…