The Break of Day — Technical Series
Part of the Digital Garden
A collection of technical shit-dives into the systems and patterns behind The Break of Day, a first-person shooter built in Unreal Engine 5.7.
Articles
- Actor Pool System — Object pooling via a World Subsystem for zero-allocation spawning of projectiles, effects, and more
- DonAI Navigation - 3D Pathfinding for Flying Enemies — Voxel-based A-star pathfinding for flying AI using an open-source UE4 plugin ported to UE5
- NGInteractionSystem - Proximity-Based Interaction for UE5 — A reusable interaction plugin with two-phase detection (box + angle cone), performance analysis, and comparison with alternatives
- SUQS - Data-Driven Quest System for UE5 — Steve’s Unreal Quest System — JSON-defined quests with hierarchical objectives, integrated with SUDS dialogue
- SUDS - Script-Based Dialogue for UE5 — Steve’s Unreal Dialogue System — text-based
.sudscripts for branching dialogue, integrated with SUQS quests
More articles coming soon — covering homing missiles, parkour, AI coordination, equipment systems, and more.