Uploaded July 2024 | Updated September 2026, 2 weeks ago
✅ Support this Project (Patreon): bit.ly/patreon-uniday
➡️ My Discord Channel: bit.ly/discord-uniday-us
In this video I'll be discussing the implementation of a #tileset / #tilemap in #OpenGL for the #GameEngine. The entire source code for this video plus others is available on my Patreon, so if you're interested in it, check the first link for more details!
Timestamps:
0:00 - Intro and Update Overview
0:13 - Sneak Peek: Next Project
0:25 - Introducing Split Image Feature
0:53 - Split Image and Tile Maps
1:22 - Advantages of Split Images
2:01 - Demonstration: Splitting an Image
2:54 - Explaining the Split Image Method
3:32 - Handling Splits: X and Y Axes
4:07 - Mapping 2D Arrays from 1D
5:07 - Displaying Split Tiles
5:57 - Split Image Method Breakdown
6:26 - Iterating and Copying Data
7:05 - Optimizing Image Copying
8:08 - Implementing Optimization
9:26 - Handling Different Platforms
10:20 - Implementing Memcopy
11:20 - Debugging and Testing Optimization
12:02 - Conclusion on Optimization
12:53 - Summary of Split Image Function
13:17 - Verifying Split Image Functionality
15:17 - Preview of Next Update
16:03 - Next Video Topic: Combining Images into Atlas
························································
► Uniday Studio
By: Guilherme Teres Nunes
✅ Support this Project (Patreon): bit.ly/patreon-uniday
➡️ My Discord Channel: bit.ly/discord-uniday-us
In this video I'll be discussing the implementation of a #tileset / #tilemap in #OpenGL for the #GameEngine. The entire source code for this video plus others is available on my Patreon, so if you're interested in it, check the first link for more details!
Timestamps:
0:00 - Intro and Update Overview
0:13 - Sneak Peek: Next Project
0:25 - Introducing Split Image Feature
0:53 - Split Image and Tile Maps
1:22 - Advantages of Split Images
2:01 - Demonstration: Splitting an Image
2:54 - Explaining the Split Image Method
3:32 - Handling Splits: X and Y Axes
4:07 - Mapping 2D Arrays from 1D
5:07 - Displaying Split Tiles
5:57 - Split Image Method Breakdown
6:26 - Iterating and Copying Data
7:05 - Optimizing Image Copying
8:08 - Implementing Optimization
9:26 - Handling Different Platforms
10:20 - Implementing Memcopy
11:20 - Debugging and Testing Optimization
12:02 - Conclusion on Optimization
12:53 - Summary of Split Image Function
13:17 - Verifying Split Image Functionality
15:17 - Preview of Next Update
16:03 - Next Video Topic: Combining Images into Atlas
························································
► Uniday Studio
By: Guilherme Teres Nunes




![The 2026 CAVE ENGINE ROADMAP! [Revealed]
➡️ My Discord Channel: http://bit.ly/discord-uniday-us
✅ Get CAVE by becoming a Patreon: http://bit.ly/patreon-uniday
➡️ Or Get it on Itch: https://unidaystudio.itch.io/cave-engine
Cave Engine is moving forward in 2026, and in this video I reveal the roadmap for the engine: visual scripting, Logic Bricks, shader graph, Linux Wayland support, AI enemy programming, navigation mesh and pathfinding, web export, better tutorials, more demo projects, improved asset importing, and a stronger overall user experience. Cave Engine is a lightweight 3D game engine written in C++ and scriptable in Python, focused on fast iteration, simple workflows, and indie game development.
I also talk about what is not planned for Cave, including C++, Lua, other scripting languages, and 2D support, plus future ideas like DirectX 12, Xbox export, rendering backend abstraction, replacing SDL, possibly replacing native Python with PocketPy, physics system changes, Android, iOS, Mac, Vulkan, PlayStation, Nintendo Switch, BGFX, and even 3D modeling tools inside the engine. This roadmap is not a list of promises, but a transparent look at the direction Cave Engine may take in 2026 and beyond.
✅ Chapters:
00:00 Intro and what Cave Engine is
01:27 How the roadmap is organized
02:29 Important roadmap disclaimer
03:39 Features not planned for Cave
04:09 No C, Lua, C++ or other scripting languages
05:29 Why 2D is not coming to Cave
06:52 2026 roadmap begins
06:56 Visual scripting for Cave Engine
08:05 No-code alternative to Python
10:06 Visual scripting implementation plans
12:38 Logic Bricks and Blueprint-like workflows
13:15 Shader Graph for materials and post-processing
15:21 Linux version and Wayland support
16:41 AI enemy programming improvements
17:56 Navigation mesh and pathfinding
21:59 Web export and WebGL status
24:42 User experience improvements
25:31 Demo projects and Patreon support
29:02 More tutorials and in-engine guidance
30:23 Better asset importing workflow
32:16 Future plans beyond 2026
32:29 Render hardware interface abstraction
34:16 DirectX 12 backend
35:03 Xbox export plans
37:38 System replacements
38:20 Replacing SDL with a custom backend
40:57 Replacing native Python with PocketPy
42:55 Possible Bullet Physics replacement
45:25 Long-term ideas
45:40 Android, iOS and Mac support
46:35 Vulkan backend idea
46:45 PlayStation and Nintendo Switch export
47:39 BGFX backend idea
48:43 3D modeling, rigging and texturing inside Cave
49:18 Outro
························································
► Uniday Studio
By: Guilherme Teres Nunes The 2026 CAVE ENGINE ROADMAP! [Revealed]](https://i.ytimg.com/vi/isB1ybhnTG4/mqdefault.jpg)





