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A few weeks ago I ran into a frustrating problem in the Untold Engine.
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When I first started building the Untold Engine, I was obsessed with adding new features.
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A few years ago, while working on the C++ version of the Untold Engine, I made a decision that came back to haunt me: I built my own asset format.
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AI is getting very good at writing code.
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I spent years thinking that if the rendering was good enough, the engine would speak for itself.
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Building a game engine has completely changed the way I think about debugging software.
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Building a game engine taught me something unexpected: The hardest part isn’t always writing the renderer, implementing XR support, or optimizing performance.
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When I started building the original C++ version of the Untold Engine back in 2013, I focused on building systems from scratch: Rendering Physics Collision Math libraries But there was one engineering practice I completely ignored: Unit Testing.
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I implemented SMAA in the Untold Engine hoping it would solve the shimmering and aliasing artifacts I was seeing in large XR scenes on the Apple Vision Pro.
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I tried rendering a full archviz bedroom scene on the Apple Vision Pro using the Untold Engine… and while the results looked immersive at first, I started noticing some strange XR rendering artifacts.
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This 3D cartoon city contains a large amount of geometry and assets — and today, I wanted to see if the Untold Engine could actually stream it into the Apple Vision Pro in real time.
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I rendered an F1 car in real time inside Apple Vision Pro — powered by my custom Swift + Metal renderer, the Untold Engine.
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One of the features I wanted to add to the Untold Engine for a long time was remote asset streaming.
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This week, while rendering scenes in Vision Pro using the Untold Engine, I realized that scenes were being rendered with the incorrect color space.
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This week I came across an unexpected issue.
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This week I worked on adding Geometry Streaming to the engine and fixed a flickering issue that had been quietly annoying me for a while.
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Hey guys, It’s me again with a new update on the Untold Engine — this time focused on user experience and performance.
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Hi guys, Me again with some updates on the status of the Untold Engine.
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Hey guys, I’ve been working hard on improving the engine lately—both performance-wise and editor (user-experience) wise.
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I’ve been working on the Untold Engine for nearly 12 years.