Coyote Time
About Posts RSS
Memory Arenas in Game Code: Fast Scratch Space, Not a General Allocation Strategy 2026.08.18

Memory Arenas in Game Code: Fast Scratch Space, Not a General Allocation Strategy

How I use arena allocators for frame-local scratch data, why they beat per-object frees, and why they are not a replacement for pooling or the GC.

API Programming Through HTTP: The Rules I Lean on in Game Code 2026.08.14

API Programming Through HTTP: The Rules I Lean on in Game Code

A practical guide to calling HTTP APIs from game code without making retries, auth, or failure handling a mess.

Zero-Allocation LINQ in Unity: Keep the Query Style, Lose the Garbage 2026.08.10

Zero-Allocation LINQ in Unity: Keep the Query Style, Lose the Garbage

A practical look at LINQ in Unity, where the allocations come from, and when a zero-allocation alternative like ZLinq is worth using.

Native Collections and Burst for GC-Heavy Projects 2026.08.06

Native Collections and Burst for GC-Heavy Projects

A practical way to move hot data off the managed heap with NativeArray, NativeList, jobs, and Burst without turning the project into DOTS cosplay.

Event Buses in Unity Architecture: Keep Systems Talking Without Tight Coupling 2026.08.02

Event Buses in Unity Architecture: Keep Systems Talking Without Tight Coupling

A practical way to use event buses in Unity without turning them into hidden global state, leaky subscriptions, or another way to avoid design decisions.

Hierarchical State Machines in Unity: Keep the Top Level Boring 2026.07.29

Hierarchical State Machines in Unity: Keep the Top Level Boring

A practical way to keep Unity state machines readable when several states share the same rules.

Command Pattern in Games: Queue the Intent, Not the Button 2026.07.25

Command Pattern in Games: Queue the Intent, Not the Button

A practical look at the command pattern in game code, with examples for input, undo, replay, and when a direct call is still better.

Raycasting: How Wolfenstein 3D Fakes 3D With 2D Math 2026.07.24

Raycasting: How Wolfenstein 3D Fakes 3D With 2D Math

A practical rewrite of Lode's raycasting tutorial, with the same core ideas and images explained in cleaner prose.

Cancellation Tokens in Unity: Stopping Async Work Before It Outlives the Scene 2026.07.23

Cancellation Tokens in Unity: Stopping Async Work Before It Outlives the Scene

A practical follow-up to async in Unity: how cancellation tokens keep loading flows, delays, and background work from hanging around after the object is gone.

Mirror Multiplayer, Part 1: Authority First, RPCs Second 2026.07.21

Mirror Multiplayer, Part 1: Authority First, RPCs Second

A practical way to structure Mirror games so the server owns the rules, clients send intent, and state sync stays boring.

Categories

  • Engineering
  • Game AI
  • Game Programming
  • Tactical Analysis

Posts List

  • 2026.08.18 Memory Arenas in Game Code: Fast Scratch Space, Not a General Allocation Strategy
  • 2026.08.14 API Programming Through HTTP: The Rules I Lean on in Game Code
  • 2026.08.10 Zero-Allocation LINQ in Unity: Keep the Query Style, Lose the Garbage
  • 2026.08.06 Native Collections and Burst for GC-Heavy Projects
  • 2026.08.02 Event Buses in Unity Architecture: Keep Systems Talking Without Tight Coupling
GitHub LinkedIn Instagram Facebook

© 2026 Coyote Time. All rights reserved.