THOUGHTS & INSIGHTS

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Exploring the development of projects, applications, and video games. Reflections on design, productivity, and life as a developer.

Recent Articles

Unity Profiling: Finding the Real Bottleneck

Unity Profiling: Finding the Real Bottleneck

Bumping up the FPS blindly is a waste of time. How to use the Unity Profiler to find the real bottleneck (CPU, GPU, draw calls or GC) before touching a single line of code.

Repository Pattern: Your UI Shouldn't Know Where Data Comes From

Repository Pattern: Your UI Shouldn't Know Where Data Comes From

An interface that hides whether data comes from the network, cache, or disk. How to swap the source without touching a single screen.

Coyote Time and Input Buffering: The Platformer That Forgives

Coyote Time and Input Buffering: The Platformer That Forgives

The best platformers feel fair because they cheat in your favor. A deep dive into coyote time, jump buffering, and other forgiving input tricks, with Unity/C# implementations.

Atomic Design in React Native: From Atoms to Screens

Atomic Design in React Native: From Atoms to Screens

Atomic Design splits the UI into atoms, molecules, and organisms. In large projects it works well. In agile ones, it can become premature abstraction. When each approach makes sense, and when feature-based is the better call.

How RNG Works in Roguelikes

How RNG Works in Roguelikes

Roguelikes depend on chance, but that chance has structure. A deep dive into seeds, determinism, and how to implement a reproducible RNG system in Unity/C#.

Pathfinding in Videogames: A* and Its Variants

Pathfinding in Videogames: A* and Its Variants

A* is the most well-known pathfinding algorithm, but modern games go far beyond: NavMesh, JPS, HPA*. This article explores why Dijkstra doesn't scale, how A* really works, and when to use each variant.

Feature Flags Without Going Crazy

Feature Flags Without Going Crazy

Feature flags are a simple idea that turns into silent debt. This article covers the full cycle: adding a flag with context, gradual rollout, and the part nobody documents: cleanup.

How Pokémon's Genetics Actually Work

How Pokémon's Genetics Actually Work

A deep dive into IVs, EVs, and breeding mechanics: what these systems can teach us about designing creature progression in games.

AI + Mutation Testing: Write Tests That Actually Fail

AI + Mutation Testing: Write Tests That Actually Fail

AI generates tests fast. That's exactly the problem. Why AI-generated tests often pass without being useful, and how mutation testing, combined with the right workflow, fixes that.

Fire Emblem's Stats and the Illusion of Tactical Depth

Fire Emblem's Stats and the Illusion of Tactical Depth

Fire Emblem's growth rates are simple percentage rolls, but they generate brutal variance, emotional attachment, and entire subcultures of save-state manipulation.

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