The final release of the year — 2026.4 is here
The main release of this year is ready. A lot of work went into it: new features were added, many bugs were fixed, and, as usual, new bugs were added (which we’ll definitely find and fix together). Overall, the release turned out noticeably bigger than the previous one.
Thoughts on NavMesh
A long-planned feature — NavMesh — has finally moved forward. Right now I’m thinking about how to organize resource loading and the management of this asset as a whole. In this article, I’ll talk about the difficulties, the approaches, and the first results.
Implementing LOD and Architectural Explorations
Game engine development is a constant search for balance between convenience, performance, and ease of maintenance. In this article, I’ll talk about how LOD support for geometry came to be in ThunderEngine. It’s a story about how architectural decisions are born — from the first ideas to a working implementation.
Release 2026.3 is out!
The end of another three-month development cycle has arrived. A couple of weeks ago I released a release candidate, received a few issue reports — and the release became a little more stable.
Gameplay Tags, Groups, and Dynamic Properties
A couple of months ago, someone asked me: “Does Thunder Engine have Gameplay Tags like Unreal Engine?” I hadn’t heard of such a feature. I decided to look into what kind of beast it was, and also checked Unity and Godot on the matter. That’s how the journey toward a tag and group system began — the one I’ll talk about in this article.
Release 2026.2 is here!
As usual, every three months — a new Thunder Engine release. Today I’m happy to share the latest version of the engine with you!
Editor logs are now available! Plus a couple of important changes
You asked — I listened. A few days ago, someone asked me: “Where can I get the editor logs?”
Why You Need Unit Tests Even If You're Coding Alone (Part I)
Last time we talked about development, and I decided it’s worth mixing in some educational content with the news updates. Today, let’s discuss a topic that’s close to heart — testing.
Thoughts Out Loud on What Makes Code a Product
Over the past few days, I’ve been thinking a lot about the journey so far and how much still lies ahead.
Friends, I Need Help with the Thunder Engine Website!
I want to make the official engine website better and more useful for you.
Thunder Hub - a new project management tool
The past week has been unusual — I decided to take a break from engine development and dedicate my time to reviving the Thunder Hub project.
Text Rendering - A New Approach for Small Glyphs
Text rendering is a critical part of any game engine. Without text, there are no interfaces, no dialogues, no information.
