Devlog
How the plugins are built: the problems, the dead ends and the solutions, each with its video.
How I Fake Atmospheres on Distant Planets in UE5How PlanetGen V1.6 hands UE5's single Sky Atmosphere to the nearest planet and fakes the rest with halo and cloud shells, without a visible pop.
Many Planets, One Chunk Pool: Planetary LOD in UE5How PlanetGen V1.6 keeps at most one streaming chunk pool alive across many planets, using a central LOD arbiter and a far sphere hidden by terrain.
Why Your Procedural Planet's Night Side Is Still LitThree causes of a lit night side on a UE5 procedural planet and their fixes: per-sample cloud transmittance, a shader-space terminator and fixed exposure.
Real Climate Zones on a Procedural PlanetHow PlanetGen V1.3 drives a procedural planet's biomes from temperature and humidity noise fields, with seam-free sampling and hard polar ice caps.
A City With Thousands of Lights and Zero Light ActorsHow CityGen V1.3 lights a UE5 city at night with emissive materials, decals and one Material Parameter Collection scalar instead of light actors.
Why More FPS Made My UE5 Game Feel WorseWhy my 200 fps UE5 Shipping build hitched on camera moves, how stat unitgraph exposed the spikes, and how a 60 fps cap with VSync fixed the feel.
Adding Zoning to a UE5 Runtime City BuilderCityGen V0.6 adds zoning: paint cells along roads and the system auto-fills them with weighted-random buildings, plus erasing, mesh variants and HUD controls.
