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2026-05-12Announcements

Welcome to NTK Foundry

NTK Foundry is a one-person studio building Unity plugins for developers who care about frame budgets and iteration speed. The premise is simple: tools that behave like systems code, not like asset-store demos. Allocation-free hot paths, deterministic behaviour, full source on every license, and documentation that explains the implementation rather than hiding it.

The catalogue is small on purpose. Two plugins are shipping now:

ProcGenerator is a data-driven framework for spawners, obstacle pools, wave composers and difficulty curves. Everything is wired through ScriptableObjects, so adding a new spawner shape or difficulty curve does not require a code change or a rebuild. The hot path is pooled and struct-based — zero GC allocations after warm-up, even at ten thousand active entities per frame.

C++ Hot Reload extends the C# iteration loop into native plugins. Edit C++, save, watch the DLL swap in under a second without an editor restart or domain reload. CMake projects are auto-detected, Inspector state survives the reload, and MSVC, Clang and GCC are all supported.

What is coming next: a lightweight job-system profiler aimed at Unity's JobHandle graph (the existing Profiler tells you what ran, not why it stalled), and a deterministic seed-replay package for games that need to reproduce procedural output bug-for-bug. Both grew out of problems hit on real shipped projects; both are in active development.

The blog will track the engineering behind the plugins — what works, what does not, and the trade-offs in between. No marketing posts.