The Debugging Systems I Built for My Game Engine

Building a game engine has completely changed the way I think about debugging software.

For a long time, my workflow was simple: Open the code editor, add breakpoints everywhere, inspect variables, and hope I could eventually find the root cause of the problem.

That worked when the engine was smaller.

But as the Untold Engine grew more complex — with rendering systems, tile streaming, texture mip streaming, and XR features — I realized I was debugging blind.

So I started building diagnostic and instrumentation systems directly into the engine.

In this video, I walk through:

  • Engine performance instrumentation
  • Render target debugging
  • Tile streaming visualizers
  • Texture mip streaming debuggers
  • Rendering diagnostics for SSAO, SMAA, G-Buffers, and more
  • How these tools changed my development workflow

I also talk about the biggest realization I’ve had as an engineer over the past few years:

Modern debugging is less about staring at code… and more about building tooling that gives you visibility into what your application is actually doing.

The Untold Engine is a Swift + Metal renderer and engine focused on XR, streaming, and real-time rendering for Apple platforms.

Untold Engine: https://github.com/untoldengine/UntoldEngine

If you enjoy engine development, rendering architecture, XR rendering, or graphics programming, consider subscribing.

Harold Serrano

Computer Graphics Enthusiast. Currently developing a 3D Game Engine.