Engineering Blog — Game Engine Architecture & Graphics Programming
> TECHNICAL DEEP DIVES ON C++ ENGINE ARCHITECTURE, GRAPHICS PIPELINES & COMBAT SYSTEMS.
Why UE5 Live Coding Crashes When You Edit Header Files
Stop UE5 Live Coding crashes when modifying combat component headers. Learn how UHT reflection data and memory layouts break hot reload.
Structuring Character State Machines in C++ for Action Combat
Learn how to build high-performance character state machines in C++ for hard-hitting action combat using first-principles engine architecture.
Souls-Like Parry Windows in Unreal Engine C++: An Architecture
Learn how to build a sub-frame accurate souls-like parry window in Unreal Engine C++ using timestamp validation and dot-product vector math.
UE5 GAS Melee Combo Tree Architecture in C++
Architect a zero-allocation, deterministic melee combo tree in UE5 GAS using a persistent InstancedPerActor coordinator and ring input buffer.
Combat Token System in C++: Multi-Enemy AI Pacing
Build a cache-friendly combat token system in C++ to prevent simultaneous enemy attacks and balance aggressive melee pacing without frame drops.
Custom HLSL Global Shaders in UE5: C++ & RDG Guide
Bypassing Material Editor bloat: register custom HLSL global shaders in Unreal Engine 5 with native C++, RDG dispatch, and PostConfigInit loading.
Unreal C++ vs Blueprints Performance: An Architecture Guide
A technical breakdown of Unreal C++ vs Blueprints performance. Analyze VM overhead, cache locality, and memory layouts for hardcore combat systems.
Vulkan vs DirectX 12: A Game Engine Architect's View
A technical comparison of Vulkan vs DirectX 12 for custom C++ game engine architecture, focusing on memory management, CPU overhead, and hardware control.
Why I abandoned Unity to write custom C++
The breaking point of garbage collection, and what it takes to build a native combat engine from absolute scratch.
The math behind frame-perfect parries
A deep dive into hit-stop calculations, input buffering, and making swords feel heavy in Project Ronin.
Writing Compute Shaders in OpenGL
How to offload millions of particles to the GPU without relying on commercial game engines.
Automating the asset pipeline with Python
How I use Python scripts to batch-process sprite sheets and save 10+ hours a week as a solo dev.