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.
The Implicit State Machine
One of the most prevalent code smells in game development.
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.
A Navigable KD-Tree
Reusing a nearest-neighbor k-d tree for directional UI navigation.
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.