Game Engines
← Knowledge baseUnity, Unreal, Godot, Roblox — importing, materials, and limits.
- 01Importing 3D models into UnityThe import settings that matter, the ones that quietly cost memory, and why your model is the wrong size.
- 02Importing 3D models into Unreal EngineUnreal is centimetres, opinionated about materials, and generous with automation you may not want.
- 03Nanite and Lumen: what they change about asset prepUnreal 5 relaxes the polygon budget and the lightmap workflow. Understanding what it does not relax matters more.
- 04Working with 3D models in GodotGodot prefers glTF, keeps its scene system central, and handles imports differently from the commercial engines.
- 05Making 3D assets for RobloxHard technical limits, a specific import path, and a platform where polygon discipline is not optional.
- 06Why materials rarely survive an engine importEvery engine has its own shading model. What transfers, what does not, and why rebuilding is normal rather than a failure.
- 07Instancing and batching: drawing many objects cheaplyThe same mesh a thousand times can cost one draw call or a thousand. What decides which.
- 08Shaders for artists: what is actually happeningA working mental model of vertex and fragment shaders, without the mathematics.
- 09Baked lighting and lightmap UVsPre-computed light is still how most games afford global illumination. What that demands of your models.
- 10Importing rigged and animated modelsSkeletons, skin weights and animation clips each have their own failure modes on import.
- 11Building 3D for mobileThermal limits, tile-based rendering and a wide device range. What actually decides mobile performance.
- 12Choosing an engine for a 3D projectWhat actually differs between the major engines for 3D art, stated without evangelism.