My take on whether to use public
or internal
for members in my types is that I lean towards making them public
.
- May 15, 2025
- May 9, 2025
Working with async and CancellationToken in Unity3d can feel like juggling knives—one wrong move and something crashes silently or never cancels when it should. After running into enough edge cases, crashes, and confusing bugs, I’ve settled on a set of simple, consistent rules that help keep async code predictable, debuggable, and safe. These are the conventions I follow in all my Unity3d projects. Hope they help you too.
- Nov 24, 2023
My stance on conditional compilation is clear: conditional compilation should be restricted to the deepest possible place in the implementation, meaning it’s found as far down in the call stack as possible. This approach ensures uniformity in code flow across various platforms, significantly reducing the likelihood of platform-dependent bugs.
- Apr 4, 2021
The following things must be taken into account when reading the post:
- The examples are in C# but won’t have any game engine specific code
- The examples will be centered around the data and how the systems ingest. Actual system implementation is omitted or simplified to ease the reading.
- Strategy pattern is known
- The concept of refactoring is known
- Further clean code cleaning and other techniques could be applied to the examples
- Jan 30, 2020
Hello everyone! Before doing any technical entries on this blog, I’d like to start from the beginning and tell you who am I.
- Jan 19, 2020
This is the start of a journey for a game developer.