RAD Game Debugger 🎮, Vector Geometry 📐, Godot 4.7 RC3 🕹️
🎮 Game Dev Workflows & Tooling
Inside RAD Debugger: A Game-Dev Native Debugger with Superpowers
Ryan Fleury walks through RAD Debugger, an open-source native debugger designed around game and systems programmers. He shows how a unified watch-window and query system powers everything from targets and call stacks to settings, replacing many traditional fixed panels. The demo highlights rich visualizers that turn arbitrary memory or files into editable text, hex, bitmaps, or 3D geometry, plus type views and macros that teach the debugger about your engine data structures. He also covers multi-language support and future plans for ports and more visual tools.
Unity 6.5 Will Break Your Editor Tools—Here’s How to Fix Them
Unity 6.5 is about to hard‑break editor tools and Asset Store packages that still depend on `InstanceID` and `GetInstanceID()`. This video walks through a complete migration to the new `EntityId` system using real‑world Unity packages as examples. You’ll learn the exact method replacements, hierarchy callback changes, and version‑safe wrappers needed to keep your tools compiling. If you’re seeing 6.4 deprecation warnings, this guide shows how to future‑proof your editor workflow before 6.5 lands.
🧮 Math & Engine Internals
Finding a Vector Not Orthogonal to Any Others: Geometry, Algebra, and Algorithms
What sounds like a trivial linear algebra claim—“pick a vector that isn’t orthogonal to any of these N vectors”—actually hides a surprising amount of structure. This article explores geometric, measure-theoretic, and probabilistic viewpoints before giving a rigorous algebraic proof using integral domains and multivariate polynomials. It then explains the subtle difference between polynomials and polynomial functions in finite fields, and finishes with a concrete quadratic-time algorithm to construct such a vector deterministically.
Stabilizing Godot 4.7: RC3 Fixes, Known Issues, and How to Help
Godot 4.7 RC3 is the latest pre-release snapshot, created after testers uncovered several nearly missed regressions. This build resolves critical problems across animation timelines, the asset store, particle buffers, Jolt gravity scaling, and XR spatial entity markers, plus some RTL and editor UI quirks. The team shares a short list of remaining showstoppers and asks developers to report any regressions from previous 4.x releases. With Web, XR, Android, and .NET builds ready to download, the post also invites financial support via the Godot Development Fund.