This Week in Game Engines #21

Updated Sept. 23, 2025
Written by
Henrique L. Alves

This Week in Game Engines is now available in Substack! Follow us at https://substack.com/@enginesdatabase

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

Survival Kids Splitscreen screenshot

Another Unity post on the Survival Kids development, this time a continuation on the previous post about Networking. As always, good write-up on how the best Unity-heads thought about and developed a game. Really excited on reading more content from them!

Mecha Pirates screenshot

001 Game Engine posted its second showcase with 2 nice-looking and very different games: Wanderboots 2, a 2D zelda-like action/adventure game, and Mecha Pirates (screenshot above!), a grid-based tactics game with delightfully crunchy low-poly Mechas.

In other news:

Fresh Batch of Links

Bevy Solari Demo screenshot
  • Realtime Raytracing in Bevy 0.17 (Solari). I don't know what there is in Bevy people that they write so many good articles (every Bevy update blog post is worth reading), and this one is no exception. Really interesting post with lots of good references and articles to get more in-depth into Raytracing.
  • SGI demos from long ago, running in your browser today. Those are Sillicon Graphics demos compiled to web using Emscripten and SDL2. Recommend checking the demos while listening to this banger.
  • Ray Marching a Blob in 3D. Really cool article about 3D Metaballs using signed distance fields. The article does lag my browser a bit when it gets closer to the cool wobbly balls demo, but it's well worth it.
  • Holographic Display Made With Stencil Buffer In Godot 4.5. Still on the topic of cool graphics, Godot 4.5 launched with Stencil Support, so of course there's already cool graphical demos being done on it.
  • Procedural Island Generation Part II and Part III. This is a great in-depth tutorial on creating a procedural island terrain, finishing (at least for now) creating "elevation with multi-scale noise layers and mountain peaks". Really cool stuff.
  • Wasm 3.0 Completed. W3C posted the new released standard for Wasm 3.0, with interesting changes that might impact web-exporting engines (64-bit address space, tail calls). There's going to be some time until we see the impact of those changes, though.
  • Parsing Crusader Kings III data files to generate mods. From the official TL;DR: "I wrote a system for parsing and modifying CK3 data files. This allows me to make mods which work with any version of the game, and are compatible with any other mods". Cool project! Gave me some insights on configuration-based games usability for modders.
  • DXGI debugging: Microsoft put me on a list. The topic of the article is a really hard to debug crash on Space Station 14 game that only happens on an ARM64 Windows, and it's a testament of the insane debugging skills. The whole process (and the specially the ending) are worth a read.

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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