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Game Development
4 posts about Game Development. Every summary links to the original.
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Build Your Game Challenge: Join in and Compete for Prizes
JetBrains Academy announces the Build Your Game Challenge for October, where participants complete the Build a Game With an AI Coding Agent course, add custom features, and submit their projects for prizes. The challenge runs from October 12 to October 23, with community voting and a JetBrains jury evaluating submissions on creativity, originality, gameplay, and player experience. Prizes include $400 and $250 for Community Choice, $150 for a Jury Award, and four $50 Jury Awards for standout projects, all as digital gift cards. Participants can use Junie Lite in JetBrains Air for free to build their game, or switch to a more capable model for complex mechanics. Submissions and voting open on October 19 via Discord, and winners will be announced on October 28.
Code Quality Never Changes – Or Is AI Challenging This Notion?
The post examines whether AI-generated code challenges traditional notions of code quality, especially in game development where performance, stability, and security are critical. It defines code quality across six dimensions: correctness, performance, stability, security, maintainability, and reusability. The author notes that while 95% of Unity developers use AI, AI code produces 1.7x more logic errors and more security issues than human code, though the overall issue rate is comparable. The proposed solution is to pair AI code generation with deterministic static analysis tools like Qodana, which can catch issues across all six quality dimensions. Studies cited show that combining static analysis with LLM calls reduces token usage by 72–92% and leads to 33% fewer vulnerabilities in master branches. The post demonstrates this workflow using Qodana integrated with GitHub Actions and IDE hooks that force AI agents to reformat and lint generated code.
Unreal MCP now speaks Sentry
Unreal Engine 5.8 introduces Unreal MCP, an experimental feature that runs a first-party MCP server inside the editor, allowing coding agents to drive the editor directly. The Sentry plugin registers tools and skills that agents can use to set up crash reporting, including DSN configuration, symbol upload, instrumentation, and crash debugging. Agents can discover and use these tools through the editor’s MCP interface, with skills that follow ground rules like asking before changing settings and never exposing secrets. The integration also supports connecting to Sentry MCP for server-side operations like fetching DSNs and looking up events. In a test with the Sentry Tower demo, an agent configured Sentry from scratch, enabled symbol upload, packaged a build, captured a crash, and identified the root cause as an empty projectile class in a level-up button.
The Rider 2026.3 Early Access Program Is Open
Rider 2026.3’s first Early Access build is available through the website and Toolbox App, introducing updates for editing, debugging, plugin discovery, code completion, and test coverage. Rainbow brackets color matching pairs by nesting level, helping with deeply nested code; the option is disabled by default and can be enabled under Settings | Editor | General | Appearance. Data breakpoints can now be created by right-clicking an editor variable or through the Breakpoints tool window, while retaining read/write access, conditions, logging, validation, and other options. Bundled game-development plugins are grouped under a new Game Development category, with a matching JetBrains Marketplace tag, and completion suggestions can be narrowed or hidden using icon-based filters. Rider’s dotCover integration adds coverage for TUnit tests when JetBrains.dotCover.Framework is installed, with Microsoft.Testing.Platform 2.3.0 or later required.
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