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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

I’ve been knee-deep in rewriting the Untold Engine , transitioning it from C++ to Swift. Moving to Swift has been a game-changer, making the engine not only faster and more modern but much easier to work with. Built on ECS Architecture The Untold Engine is powered by Entity-Component-System (ECS) architecture. Want collision?

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Rebuilding the Untold Engine: Two Years of Progress and What’s Next

Harold Serrano

Hey everyone, It has been two years since I began rewriting my game engine, and while development has been slow, it has been steady. In this post, I want to share the current status of the Untold Engine. What is the Untold Engine? One significant improvement in the new Untold Engine is its documentation. What has changed?

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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

As stated in my previous post , my goal is to improve the robustness of the Untold Engine by focusing on developing various games. I then wrote a simple script to export the control points into an array that the Untold Engine can use as waypoints. For example, the engine does not have any culling mechanism.

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Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

Unreal Engine + Paper2D Use Case: Perfect for cinematic experiences, Unreal’s power for real-time rendering combined with Paper2D’s sprite handling enables expressive 2D overlays on 3D environments. Gameplay Clarity The Problem: Players misjudge hitboxes or collision zones.

Art
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From Sketch to Screen: The Evolution of Game Art Pipelines 

iXie gaming

It’s more than just a list of tasks; it is the creative engine that brings a game’s visuals to life and constantly evolves to deliver the rich, immersive experiences players expect. So, how has this vital engine of creation transformed, and what does the future hold for the artists and developers behind our favorite virtual worlds?

Art
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.

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Comprehensive Guide to Game QA: Ensuring Quality from Alpha to Release 

iXie gaming

Functionality Testing This core QA practice involves verifying that: Ensures all mechanics behave as intended Validates AI, physics, scoring, and progression logic Catches regressions, broken scripts, or soft-locks Functionality testing uncovers everything from collision detection failures to inventory bugs and AI misbehavior.