Designing Frame-Accurate Parry Windows in Unreal Engine 5
How we tuned a 6-frame active parry window, 4-frame hit-stop freeze, and input buffering in Ashen Protocol to make melee combat feel responsive at 120 FPS.
I’m Rob, a game developer and gameplay engineer based in Budapest. I design tight, responsive combat systems, write custom shaders, and document the engineering behind high-frame-rate games—from first greybox prototype to shipped build.
Deep dives into combat frame data, rollback netcode, custom GPU pipelines, and in-engine tools.
How we tuned a 6-frame active parry window, 4-frame hit-stop freeze, and input buffering in Ashen Protocol to make melee combat feel responsive at 120 FPS.
Building a fixed-point physics loop and state snapshot ring buffer in Godot 4 and Rust to keep online matches lag-free up to 140ms ping.
Streaming destructible voxel biomes at 8.3ms frame budgets using compute-shader greedy meshing and sparse voxel octree global illumination.
Designing custom in-editor graph tooling so level designers can wire state-rewind puzzles and branching timelines without touching C#.
Why damped harmonic springs beat keyframed camera animations when blending weapon kick, landing impacts, and directional hit reactions.
In-engine captures, shader passes, frame-data debuggers, and greybox combat experiments. Click any card to inspect.
Playable worlds, combat engines, custom renderers, and multiplayer systems built from scratch.
Fast-paced 3D action roguelike featuring frame-accurate parry windows, custom hit-stop and camera-shake juice, and a data-driven ability graph running at a locked 120 FPS.
High-speed arcade mech battler built with deterministic fixed-point physics and custom GGPO-style rollback netcode for zero-delay online skirmishes.
Custom C++20 and Vulkan voxel sandbox engine streaming destructible biomes with GPU-driven greedy meshing and real-time raymarched lighting.
Hand-crafted 2D time-loop Metroidvania featuring state-rewind mechanics and a custom node-based world & dialogue editor built for rapid level iteration.