FPS Mismatch Problems ⏱️, HLSL++ Shaders 🤖, Vulkan Guide 🧪
🎮 Game Architecture & Scalability
5 Tiny Unity Architecture Tweaks That Make Your Game Scalable
Aiming at newer Unity developers, this tutorial shows how to turn fragile, tightly coupled gameplay code into a flexible, testable architecture with just a few small decisions. You’ll see how interfaces (IDamageable, IWeapon), plain C# logic classes, and ScriptableObject configs transform a simple shooting setup into something easy to swap, reuse, and unit test. The creator then replaces input polling with an event-driven PlayerInput class and adds a static registry to track and pick targets like the nearest enemy. It’s a practical, no-framework guide to making your next Unity project scale gracefully.
Why Your Character Feels Janky at 144 FPS (and How to Fix It)
Even with a rock-solid 144 FPS, your character can still feel janky if physics only updates at 60 Hz. Ioannis Koukourakis explains how this mismatch creates micro-stutter and shows how to fix it by separating the invisible physics body from the visual model and camera. By storing previous and current physics states and interpolating the visuals in a late update step, you get smooth motion without breaking physics stability. He also highlights a key pitfall: never parent the camera directly to the physics body.
🧮 Low-Level Graphics & Math
HLSL++ Hits 999 Stars: WASM Support and Shader-Like C++ Math
HLSL++ just crossed 999 GitHub stars and continues to evolve, now with full WebAssembly support and work underway on CPU-side Texture2D emulation. The library brings HLSL-style vector, matrix, and swizzle semantics to C++, making engine and shader code share a common math vocabulary. It runs on SSE/AVX, NEON, WASM, and more, with quaternions, float8 vectors, and packing helpers for GPU-friendly data. Interop-oriented types and natvis visualizers round out a toolset tailored to game developers.
How to Vulkan in 2026: A Modern, Minimalist Guide
“How to Vulkan in 2026” is a new, openly available guide from Sascha Willems that shows how different modern Vulkan development can look compared to 1.0-era code. Using Vulkan 1.3 as the baseline, it embraces dynamic rendering, bindless-style descriptor indexing, and buffer device addresses to cut boilerplate and complexity. The tutorial focuses purely on rasterization and gets you to spinning, lit, textured 3D models in a single C++ source file. Helper libraries like SFML, VMA, Volk, glm, tinyobjloader, and KTX-Software keep the focus on the interesting Vulkan parts.