This Week in Game Engines #20

Updated Sept. 9, 2025
Written by
Henrique L. Alves

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Welcome to This week in Game Engines! This is a recurrent digest on gamedev tech news and articles from the week before.

Must Reads this Week

Godot 4.5 launch

Godot 4.5 is finally upon us! There are plenty of new things that are much better described on the official blog post, but my favorite ones are:

  • Stencil support! This was a must-have to make many types of shaders that required a lot of workarounds in Godot before, like showing an x-ray of a character through other 3D models.
  • Shader Baker. Now Godot can pre-compile shaders in Forward/Mobile rendering modes for supported platforms, which might give a huge boost in loading times when used right.
  • WebAssembly SIMD Support. This is basically a free performance boost for web games made in Godot, which was already one of the better Game Engines for web games development.

This is a great new version of Godot and I really recommend reading the official blog post to check the many new features the engine has. Stencil support is particularly game breaking- I remember seeing this feature request back in Godot 2.X days because Stencil is a requirement for many shaders and tricks. I'm expecting to see a boost on many new Godot graphical experiments on YouTube.

Surviving Kids Screenshot

Another post on Unity's blog about Survival Kids, this time about its Networking Architecture. It's a really good post (even with the usual self-marketing on Unity products) and it honestly made me quite excited on Unity producing more games, so we can have more content like this. Also, I've noticed I somehow missed the post about level layout in Survival Kids, which is algo a must read (from two weeks ago, oopsie daisy!)

In other news:

Fresh Batch of Links

Procedural Terrain Mesh

  • Procedural Island Generation. You might know by know that I'm a really big fan of math-related articles with lots of animated figures, and this one delivers. Quite an interesting topic and really good visualizations.
  • I Replaced Animal Crossing's Dialogue with a Live LLM by Hacking GameCube Memory. Really unhinged and fun results, but the most interesting part was how to inject the procedural generated text into a 24 years-old game.
  • Performance Improvements in .NET 10. Specially relevant for developers that use more "native" C# libraries (like MonoGame), less so if you use a Game Engine that has C# support (most of the time Game Engines play catch-up with new .NET versions). Still, quite an interesting read on performance improvements in C# world.
  • By the way, what’s a AA? Interesting analysis on the market and what "defines" a AA type of game (and the first AA definition that I've read that does NOT include money spent into the game's production).
  • A Digital Darwin Adventure with Mating Melodies. A small and sweet article on a musical experiment using genetic algorithms. Not very Game Engine related but it's

Missed something?

If you have any suggestions, send me feedback at my Mastodon or Bluesky account, or send me an email at henriquelalves@enginesdatabase.com! And if you want to add a new game engine to the website, consider suggesting a new Game Engine.

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