
Unreal C++ for Unity Developers #3
Can You Read This Code? When you open code for a character equipping a weapon in an Unreal project, you see something like this. // MyCharacter.cpp void AMyCharacter::EquipWeapon(AWeapon* NewWeap...

Can You Read This Code? When you open code for a character equipping a weapon in an Unreal project, you see something like this. // MyCharacter.cpp void AMyCharacter::EquipWeapon(AWeapon* NewWeap...

Introduction On January 5, 2026, I fully integrated Claude Code into a Unity mobile game project. This isn’t just another “AI writes code” marketing pitch; I’m sharing quantitative data from 47 da...

Can You Read This Code? When you create a new class in an Unreal project, two files are created. // ─── MyWeapon.h ─── #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #inc...

Can You Read This Code? When you first open an Unreal project, you encounter code like this: // MyCharacter.h #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "...

I. Why a Custom Tool Was Necessary The Pain of Manually Managing Thousands of Assets Developing a mobile survivor-genre game, the number of assets managed via Addressables grew exponentially. Cha...

Introduction For game developers, shaders often feel like a “realm of magic.” You adjust a slider in Unity’s Material Inspector and objects shimmer, change color, or become translucent—yet what ex...

What Is Claude Code? Claude Code is an agentic coding tool developed by Anthropic. It runs directly in the terminal (CLI) and can handle almost every development task through natural language, i...

This document is a supplement to Section 7, “Hardware Configuration,” of How LLMs Work: A Guide for Game Developers. 1. GPU Memory Hierarchy Analogy with the Game Rendering Pipeline For ga...

Introduction The familiar games we develop are based on commercial game engines that support multiple graphics APIs. A game engine consists of complex subsystems like physics engines, rendering pi...

This document is a supplement to Section 7, “Hardware Configuration,” of How LLMs Work: A Guide for Game Developers. For an in-depth look at memory, please refer to the VRAM Deep Dive Guide. ...