2026-10-15
Flyweight and object pooling both cut the cost of having many similar objects, but they fix different problems. A practical Unity and C# guide to sharing immutable data, reusing short-lived instances, and combining the two without stale-state bugs.
2026-10-11
A practical guide to the mediator pattern in game code: when a group of components needs to coordinate, and one scoped middleman beats a web of direct references.
2026-10-07
Service locator gets dismissed as a global with nicer clothes. It has real, defensible uses at engine boundaries and in small games — here is where it earns its keep and where it rots.
2026-09-29
Use the Visitor pattern for validation, reporting, and other operations over stable game-data trees, while keeping runtime behavior and changing hierarchies out of its way.
2026-09-29
Use Jev through OpenRouter for typed decisions, then hand validated goal choices to a deterministic GOAP planner.
2026-09-25
A practical guide to designing Unity extension methods that improve local readability without hiding ownership, allocations, null behavior, or expensive engine work.
2026-09-21
A practical guide to Unity native plug-ins: stable C ABIs, blittable structs, UTF-8 strings, ownership, callbacks, AOT, and boundary-focused testing.
2026-09-17
How adaptive octree navigation graphs reduce 3D pathfinding work, where the speedup comes from, and which implementation details decide whether it pays off.
2026-09-17
A practical C# guide to composing attacks, modifiers, and optional game behavior with decorators without turning every feature combination into a subclass.
2026-09-13
Use Unity's CullingGroup API to turn camera visibility and distance bands into practical simulation budgets for crowds, effects, spawn points, and world objects.