GPU floor() Bugs 🤖, C# Books 📚, Mewgenics Internals 🐱

May 24, 2026

⚙️ Deep Dives into Engine Internals

The Surprising Non-Determinism of floor() on GPUs (and How to Fix It)

A tiny subnormal float exposes a big problem in GPU math: floor(-1.1754939e-38) can be -1.0 on CPU but -0.0 on GPU. This post explains how denormals work, why many GPUs flush them for performance, and how that breaks assumptions about floor/ceil behavior and cross-platform determinism. Using real tests across Nvidia, Intel, and AMD hardware, the author maps the differences. He then offers deterministic HLSL replacements for floor and ceil that preserve denormals via bit-level checks.

Optimizing a 200‑Hero RPG: Inside Godforge’s Unity Performance Overhaul

In this Unity case study, Godforge’s creators reveal the optimization tactics behind their visually rich, hero-collector RPG. By aggressively tuning assets, standardizing mipmaps, and consolidating over 200 hero portraits into atlases, they massively improved loading times and slashed memory usage from 4 GB to 1.3 GB. Unity’s tools helped them reduce shader variants by 76% and increase FPS by 57%, even with scenes pushing around a million polygons. Smart use of Addressables and device-specific quality profiles keeps the game performant across a wide hardware range.

📚 Leveling Up Your Dev Craft

5 Advanced Books Every Unity & C# Indie Dev Should Own

Aimed at intermediate and advanced Unity devs, this video curates five heavyweight books that go far beyond beginner tutorials. You’ll discover a gold-standard math reference, a “Bible” of game engine architecture, and two complementary AI books that teach both believable behavior and hands-on techniques like pathfinding and team AI. It also recommends the “Pro C#” series as your main reference for mastering modern language features. The creator explains why these older titles still offer timeless, practical insights.

Macros, Fuzzers, and 250K Lines: How Mewgenics Actually Runs

Indie dev Tyler Glaiel cracks open Mewgenics’ C++ guts in a candid live code review, covering everything from his entity/component architecture and macro-based pseudo-reflection to custom allocators and Flash-style rendering. He explains how a 6-year project built on 15-year-old engine code actually holds together, and why some “disgusting” macros pay off in cleaner gameplay code. Along the way, he dives into frame pacing headaches, brute-force tactical AI, and an in-engine fuzz tester that stress-tests the entire game overnight.

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