VR 101: Foundations of VR Interaction
A book on VR development, with a focus on interaction design.
Precision You Can Actually Use
How much precision can we actually use? Two interactive demos explore how joystick response curves and button-repeat timing can make fine adjustments easier without sacrificing fast movement.
Reverse-Engineering the Switch 2 Pro Controller’s Bluetooth Protocol
I just really wanted to play Splatoon on the Switch 2 with a mouse and keyboard.
A Navigable KD-Tree
Reusing a nearest-neighbor k-d tree for directional UI navigation.
Input, Action, Context
From a Space-key check to actions, bindings and context ownership: a practical walkthrough of input architecture, with Unity examples and design tradeoffs.
The Implicit State Machine
One of the most prevalent code smells in game development.
The Deal-With-It-Ism Trap
When a critique of the terrain gets repackaged as a deficiency of the hiker.
Blood in Pixels
A forty-line procedural generator for blood stains in pixel art: a ragged blob, scattered droplets, and drips that run down the wall. With an interactive demo you can click.