Godot vs Jolt Parallel Comparison
Written before The previous article Godot Physics Source Code Analysis analyzed the built-in 3D physics pipeline in Godot. Extending from that, the next topic would be the Jolt physics engine integrated in version 4.4. Initially, I considered writing a separate article introducing it, but upon review, I felt that Godot’s integration of Jolt is relatively simplistic. In terms of functionality, it has been aligned and limited to match Godot’s existing physics capabilities. In terms of p ...
Analysis of Godot Physics Source Code
Written before Reading engine source code is fundamental for engine development roles, and those who know me are aware that I focus on physics simulation. During an internship at a project team, I had modified Unity’s source code, but back at school, I can only access open-source engines. UE’s Chaos is somewhat heavy: during initialization, the Scene sequentially creates Scene, Solver, Evolution, and Objects sequentially register events, create states, and initialize bodies; during si ...
Simply Exploration of Unity ML-Agents Reinforcement Learning
Written before ML-Agents is Unity’s official reinforcement learning framework, using gRPC for communication between Python and Unity. It allows developers to write only C# in Unity, configure training parameters via YAML files, and train desired models. During my learning process, I found that most available materials were for outdated, incompatible versions, so I felt it necessary to document the relevant steps.
PreparationResources Referencing the Official Documentation, ...
Simply Exploration of LLM PEFT Fine-tuning and Ollama Operation
Written beforeOver the past few months, I have been mostly occupied with autumn recruitment and my master’s thesis. Thanks to some guidance from the AIGC engineer who used to sit next to me during my internship, I gained a deeper understanding of AI systems. Coincidentally, we also got laid off one after another, which, in hindsight, feels oddly amusing.
During the recruitment season, I applied across game programming, design, and art roles. After being repeatedly “kept in the pipeline” ...
Simply Exploration of Unity YooAsset + HybridCLR Hot Update
Written before My strange tech stack beckons for a strange summer internship. To summarize, I’m currently leading a small game project as a technical artist: writing the design plan to create the project, designing the functional architecture, and managing the art. While waiting for art assets, I got really bored, so I casually drew some UI for the project then also trying to bulid a hotfix system for the project, which also helps establish standards for subsequent code and art assets ...
Rigidbody Simulation and Fracture
Written beforeI finished GAMES103 a few years ago and went through the commonly used rigid bodies, cloths, soft bodies, and fluids in graphics. I was able to get started with physical simulation in graphics, but what about after that? I have to explore the road ahead by myself. I personally prefer the game industry that pursues real-time computing and visual reality (after all, I feel that the current academic community is obsessed with various optimization methods or splicing several methods to ...
ICEY
Written before ICEY has many labels, such as Cthulhu, Cyberpunk, Action Game, Meta Game… As the first work of the team, the game still needs to be polished in some places. But it was able to sell millions of copies in the single-player market at that time when piracy was rampant. From this point of view, ICEY is indeed an excellent independent game.
About the guidence Many players enjoy fighting against the narrator in the game. The game introduction also directly states th ...
Honkai Star Rail Bartending
Written beforeI am an old player of MiHoYo, and a veteran of Honkai Impact 3rd. Although I gave up playing Honkai Impact 3rd after the first part was finished, the gameplay effect of the bartending in HSR last year was amazing. In addition, MiHoYo announced the related technology patent at the end of last year, and in the recent question I answered with ycz, she mentioned the liquid surface simulation of spring particles, which I think deserved to take a try. First of all, I would like to thank ...
Water Caustics Rendering and Simulation
Written beforeWhen I was an undergraduate, I saw Evan’s WebGL_Water and collected it. Now I came across the final graphics assignment in a graduate course. Looks like it has good performance, so I modified it to an Unity version and ran it on my phone. I will briefly talk about the main points of the project in two parts: simulation and rendering.
SimulationThe simulation part simply uses local averaging and differentiation, which can also be seen as a very simplified version of the shallow wate ...
XNode Introduction and Visual Dialogue Editor
In the previous engine tool summary, I mentioned that XNode can be used to write visualizations. During the winter vacation in the Netherlands, I would like to introduce XNode and its related uses based on the simple visual dialogue editor I wrote before.
About XNode XNode is a Unity visual editor plugin. Another similar plugin is NodeGraphProcessor. I personally prefer the (self-proclaimed) lightweight and user-friendly XNode because I like its interface. Here is a pictur ...








