- Sorting a million sprites https://coffeebraingames.wordpress.com/2022/10/04/sorting-a-million-sprites/ 2 comments gamedev
- The great gamedev job hunt https://coffeebraingames.wordpress.com/2022/07/04/the-great-gamedev-job-hunt/ 5 comments unity3d
- The great gamedev job hunt https://coffeebraingames.wordpress.com/2022/07/04/the-great-gamedev-job-hunt/ 5 comments gamedev
- DOTS Snippets: Populating native collections in parallel https://coffeebraingames.wordpress.com/2022/05/29/dots-snippets-populating-native-collections-in-parallel/ 5 comments unity3d
- DOTS Snippets: Listening for new and destroyed entities https://coffeebraingames.wordpress.com/2022/04/16/dots-snippets-listening-for-new-and-destroyed-entities/ 12 comments gamedev
- How I got into the games industry https://coffeebraingames.wordpress.com/2022/01/28/how-i-got-into-the-games-industry/?preview_id=4330&preview_nonce=db9f77405c&preview=true 3 comments gamedev
- 20 Lessons from 5 years of developing Academia: School Simulator https://coffeebraingames.wordpress.com/2021/01/31/20-lessons-from-5-years-of-developing-academia-school-simulator/ 8 comments programming
- 20 Lessons from 5 years of developing Academia: School Simulator https://coffeebraingames.wordpress.com/2021/01/31/20-lessons-from-5-years-of-developing-academia-school-simulator/ 5 comments gamedev
- The different lists allowed in IComponentData https://coffeebraingames.wordpress.com/2020/12/20/the-different-lists-allowed-in-icomponentdata/ 6 comments gamedev
- Option<T> for High Performance C# https://coffeebraingames.wordpress.com/2020/09/27/optiont-for-high-performance-c/ 8 comments gamedev
- Using Reflection To Help Disable Domain Reload https://coffeebraingames.wordpress.com/2020/08/16/using-reflection-to-help-disable-domain-reload/ 5 comments gamedev
- A Multithreaded Sorting Attempt https://coffeebraingames.wordpress.com/2020/06/07/a-multithreaded-sorting-attempt/ 13 comments gamedev
- NativeArray.SortJob() is fast… or is it? https://coffeebraingames.wordpress.com/2020/05/24/nativearray-sortjob-is-fast-or-is-it/ 4 comments gamedev
- One Million Sprites. More Than 120fps. DOTS Not Required. https://coffeebraingames.wordpress.com/2020/04/05/one-million-sprites-more-than-120fps-dots-not-required/ 4 comments gamedev
- Facing a Mixed Review – COFFEE BRAIN GAMES https://coffeebraingames.wordpress.com/2019/12/27/facing-a-mixed-review/ 3 comments gamedev
- Forcing to Handle Null – COFFEE BRAIN GAMES https://coffeebraingames.wordpress.com/2019/11/17/forcing-to-handle-null/ 15 comments gamedev
- How we did our localization in Academia https://coffeebraingames.wordpress.com/2019/10/30/how-we-did-our-localization-in-academia/ 20 comments gamedev
- Replicating Polymorphism in ECS https://coffeebraingames.wordpress.com/2019/09/15/replicating-polymorphism-in-ecs/ 4 comments gamedev
- Replacing our OOP pathfinding to pure ECS https://coffeebraingames.wordpress.com/2019/06/21/replacing-our-oop-pathfinding-to-pure-ecs/ 11 comments gamedev
- From 160 to 300 A* requests per frame https://coffeebraingames.wordpress.com/2019/05/19/from-160-to-300-a-requests-per-frame/ 3 comments gamedev
- How fast could Burst compiled A* be? https://coffeebraingames.wordpress.com/2019/04/14/how-fast-could-burst-compiled-a-be/ 67 comments gamedev
- Run managed code in Unity’s Job System https://coffeebraingames.wordpress.com/2019/03/17/run-managed-code-in-unitys-job-system/ 3 comments gamedev
- A small optimization for A* https://coffeebraingames.wordpress.com/2019/02/23/a-small-optimization-for-a/ 13 comments gamedev
- I avoided Unity’s Camera.Render(). Our game runs faster. https://coffeebraingames.wordpress.com/2019/01/20/i-avoided-unitys-camera-render-our-game-ran-faster/ 21 comments gamedev
- Let A* fail but still return a path https://coffeebraingames.wordpress.com/2018/12/29/let-a-fail-but-still-return-a-path/ 25 comments gamedev
- Some ECS Utility Scripts https://coffeebraingames.wordpress.com/2018/10/14/some-ecs-utility-scripts/ 6 comments gamedev
- Adding pure ECS to a MonoBehaviour project, a true story https://coffeebraingames.wordpress.com/2018/09/30/adding-pure-ecs-to-a-monobehaviour-based-project-a-true-story/ 10 comments gamedev
- How Unity’s ECS expands your optimization space https://coffeebraingames.wordpress.com/2018/08/19/how-unitys-ecs-expands-your-optimization-space/ 3 comments gamedev
- Optimizing Game Loading Time (Unity) https://coffeebraingames.wordpress.com/2018/03/18/optimizing-game-loading-time-sprite-createsprite-and-base64/ 11 comments gamedev
- Thoughts About ECS (more like concerns) https://coffeebraingames.wordpress.com/2017/11/20/thoughts-about-ecs/ 30 comments gamedev
- My Thresholds for Refactoring https://coffeebraingames.wordpress.com/2017/11/06/my-thresholds-for-refactoring/ 22 comments gamedev
- Simple Query System (Unity C#) https://coffeebraingames.wordpress.com/2017/10/31/simple-query-system 4 comments gamedev
- Multi Scene Development in Unity https://coffeebraingames.wordpress.com/2017/10/15/multi-scene-development-in-unity/ 7 comments gamedev
- Better C# Enums https://coffeebraingames.wordpress.com/2017/10/08/better-c-enums/ 52 comments gamedev
- Unity Game Considerations for Modding Support https://coffeebraingames.wordpress.com/2017/09/26/unity-game-considerations-for-modding-support/ 7 comments gamedev
- Nightmare on Release Day https://coffeebraingames.wordpress.com/2017/09/10/nightmare-on-release-day/ 46 comments gamedev
- Reducing Draw Calls Using a Simple Texture Packer https://coffeebraingames.wordpress.com/2017/08/27/reducing-draw-calls-using-a-simple-texture-packer/ 19 comments gamedev
- Simple FSM Framework Part 1: The Making https://coffeebraingames.wordpress.com/2017/08/13/simple-fsm-framework-part-1-the-making/ 3 comments gamedev
- Reflection Series – Part 1: From Class Name to Instance https://coffeebraingames.wordpress.com/2017/07/16/reflection-series-part-1-from-class-name-to-instance/ 4 comments gamedev
- Avoiding Expensive A* https://coffeebraingames.wordpress.com/2017/06/18/avoiding-expensive-a/ 42 comments gamedev