Architecture
2026
- Strategy Pattern in Games: Swap Behavior Without Growing a Branch Monster Sep 5
- Memento Pattern in Games: Save the State Without Exposing the Guts Sep 1
- R3 and Reactive Programming in Unity: Use Streams Where Events Start to Fray Aug 28
- Builder and Fluent Builder Patterns: Make Setup Readable Without Hiding the Cost Aug 24
- Event Buses in Unity Architecture: Keep Systems Talking Without Tight Coupling Aug 2
- Hierarchical State Machines in Unity: Keep the Top Level Boring Jul 29
- Command Pattern in Games: Queue the Intent, Not the Button Jul 25
- Building Game UI Systems That Stay Modular Jul 9
- Dependency Injection in Unity: Stop Letting Objects Hunt for Their Own Tools Jul 5
- Dependency Injection for Game Code: Keep Wiring at the Edges Jul 5