Unity CRTP 👨‍💻, Vulkan Bindless 🖼️, UE5 Niagara ✨

Nov 16, 2025

Engine Architecture & Rendering ⚙️

Type-Safe Unity State Machines with C# CRTP Generics

Learn how to apply the Curiously Recurring Template Pattern (CRTP) in C# to build cleaner, safer Unity gameplay systems. This tutorial constructs a fully working state machine with strongly typed states, no downcasting, and expressive ChangeState() calls. You’ll see Idle/Move states, deltaTime ticking, and generic transitions driven by delegate conditions. If you want compile-time guarantees without fragile inheritance chains, this walkthrough delivers practical patterns you can use immediately.

Vulkan Descriptor Indexing: Bindless Textures the Modern Way

OGLDEV demonstrates how to implement Vulkan descriptor indexing to achieve bindless-style texture access and fewer descriptor binds. The tutorial adds a second descriptor set for a large texture array and a metadata SSBO, binds it once, and uses gl_BaseInstance to fetch per-submesh material indices. With GL_EXT_nonuniform_qualifier, shaders safely perform non-uniform texture indexing. The result is cleaner draw loops, reduced CPU overhead, and a solid step toward indirect rendering.

Level Design & VFX Performance 🎮

Practical Level Design for Fortnite: Flow, Cover, and Player Choice

Josh Benzing (404 Creative) delivers a no-jargon, end-to-end Fortnite level design workflow—from planning and paper sketches to grayboxing, gameplay integration, art, and testing. He covers Fortnite-specific choices like build/no-build, first vs third person, live edit workflows, and leveraging Epic’s assets. Expect actionable tips on pacing player choices, height variation, stair design, cover mixing, readable borders, and guiding player flow. A 2v2 first-person gunfight case study shows iteration and playtest-driven improvements in action.

Niagara VFX Performance: Profiling, Budgets, and Pooling in UE5

Tanglewood Games’ Adam Kiraly shows how to optimize Niagara VFX in Unreal with minimal content churn. Learn to profile with Effect Types, enforce Effect Budgets, and experiment with Data Channels to control cumulative costs—especially on low-core platforms. The session breaks down when to use persistent vs. dynamically spawned systems, how to leverage scalability, and how to set up pooling to slash spawn overhead.

Indie Marketing & Sandbox Tech 🚀

Steam Page Blueprint: Turn “About This Game” Into Wishlist Fuel

Players decide in seconds, so your above-the-fold space must do the selling. Ditch logos, labels, and repeated capsule art; lead with a snappy hook, an instantly readable gameplay clip, and 3–6 benefit-driven bullets. Choose the layout that gets newcomers to “I get it” fastest and prove the core loop within 0.5–1.5 seconds. Every line should advance the pitch and earn the wishlist.

Weekend Voxel Engine: Chunks, Meshing, Raycasts, and Physics

Build a Minecraft-style voxel engine from a single cube to an infinite world. This tutorial covers chunked storage, on-demand world generation, and neighbor-based face culling that can cut vertices by up to 90%. You’ll add voxel types, implement DDA raycasting for breaking/placing blocks, and per-axis AABB collision for smooth movement. Pseudocode keeps it language-agnostic—bring your own renderer and start crafting.

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