Unity Hot Reload 👨💻, 2D controllers 🎮, Hunyuan3D-Part 🤖
⚙️ Smarter Game Dev Workflows
Instant Code Changes in Play Mode: Unity’s Hot Reload Reviewed
A Unity dev puts the Hot Reload asset to the test, showing how it can slash compile times and keep you in Play Mode while you iterate. By editing mining logic in a jam game, he compares the old 60-second recompile flow to Hot Reload’s near-instant patching. The video also covers installation, licensing, error handling, and a few limitations like adding new classes or serialized fields.
Tiny Tools, Deep Systems: wcap, Profilers, and Life Inside Game Tech
Systems programmer Mārtiņš Možeiko traces his path from cassette-tape BASIC on a Soviet x86 clone to building DRM, code obfuscators, LG’s webOS stack, a Unity-based self-driving car simulator, RAD Telemetry, and now engine work at Epic. He explains how he built the ultra-tiny wcap screen recorder by leaning on modern Windows compositing and GPU encoding, and why he prefers ETW-based profilers. Along the way he shares how he learns platforms, why he distrusts LLMs for coding, and what still excites him in game-adjacent tech.
🎮 Polished Gameplay & Controllers
Designing God-Tier 2D Platformer Controllers: From Physics to Game Feel
This video breaks down what it really takes to make 2D platformer movement feel amazing, going far beyond “just use Rigidbody2D.” The creator compares dynamic rigidbodies, kinematic raycast controllers, and Celeste-style pure AABB systems, explaining where each shines and why. From input buffering and coyote time to Celeste-inspired hitbox tricks and Dead Cells–style input priority, it’s packed with actionable game-feel techniques.
Shipping a Billion-View Kids Show with Ridiculously Simple Unreal Tech
YouTuber and Daydream Studios founder Cory Williams reveals how he built “The Silly Crocodile”–a near‑billion‑view kids show–using an ultra-simple real-time pipeline in Unreal Engine. With just an iPhone, Live Link Face, sprite-based mouths, and material-swapped feet, he creates improv episodes on almost no budget. Cory breaks down the Blueprints behind his character and shows how clean workflow and the 80/20 rule keep him fast. Above all, he argues that clear intention and emotional honesty matter more than perfect animation.
🤖 Generative Tech for Assets & Art
Edge-Friendly Image Generation: KPN-Based Pixel Diffusion on 64×64 Cats
Anton Schreiner presents a proof-of-concept diffusion-style image generator that operates directly in pixel space using kernel prediction networks (KPN) instead of the usual latent space approach. The model iteratively denoises images via learned kernels on a low-rank manifold, with a tiny U-Net predicting only low-frequency color drift. This design aims for better generalization and efficient, quantization-friendly deployment on edge devices. Trained on 64×64 cat faces, the early results are modest but promising.
Automatic 3D Part Generation: Hunyuan3D-Part for Game-Ready Meshes
Hunyuan3D-Part is Tencent Hunyuan’s new 3D generative pipeline that turns whole meshes into high-quality, controllable components. It combines P3-SAM for native 3D part segmentation with X-Part for generating high-fidelity, structurally consistent parts from each segment. The system supports 50+ component types and works especially well with scanned or AI-generated meshes from Hunyuan3D 2.5/3.0. For game devs, this means things like auto-splitting a car into body and wheels for easier rigging, logic, and iteration.