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MarbleMaze Deep Dives
The systems behind MarbleMaze: Galactic Stars, a mobile puzzle game built in Unity/C#.
42 Common Core
Rebuilding libc, printf and getline from scratch at 42, and how each one was tested.
C & Shell Fundamentals
From first shell commands to pointers, linked lists, GDB and Valgrind.
AlchemisTeddy Devlog
Building game-ready props, shaders and systems for AlchemisTeddy in Unity 6.
Unity Tips
Short, practical techniques for everyday Unity development.
Git for Teams
Version control workflows, from SourceTree basics to team practices.
All articles (37)
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Systems & Low-Level
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Deep dive 42 Common Core · Part 3 Systems & Low-Level42 Common Core — get_next_line: Reading a File One Line at a Time
Buffered reads, static state between calls and a linked list of chunks, plus the bonus: several file descriptors at once
Oct 2026 · C· Linux -
Deep dive 42 Common Core · Part 2 Systems & Low-Level42 Common Core — ft_printf: Variadic Functions and Format Parsing
Recreating printf with va_list, a small format parser and a single layout function for flags, width and precision
Oct 2026 · C· Linux -
Deep dive 42 Common Core · Part 1 Systems & Low-Level42 Common Core — Libft: Rebuilding the C Standard Library
Re-implementing libc string, memory and list functions from scratch, and the edge cases that matter: overlapping copies, size-bounded strings and allocation failures
Oct 2026 · C· Linux -
Notes C & Shell Fundamentals · Part 10 Systems & Low-LevelC — Debugging with Valgrind
How to use Valgrind to detect memory leaks, invalid reads and writes, and uninitialised values in C programs
Jul 2026 · C· Linux -
Notes C & Shell Fundamentals · Part 9 Systems & Low-LevelC — Debugging with GDB
How to compile for debugging and use GDB to step through C code, inspect variables, and set breakpoints
Jul 2026 · C· Linux -
Notes C & Shell Fundamentals · Part 8 Systems & Low-LevelC — Function Pointers
How to store, pass, and call functions through pointers in C, including void * generic callbacks
Jul 2026 · C -
Notes C & Shell Fundamentals · Part 7 Systems & Low-LevelC — Linked Lists
How to build and manipulate singly linked lists in C — nodes, traversal, insertion, deletion, and memory management
Jul 2026 · C -
Notes C & Shell Fundamentals · Part 6 Systems & Low-LevelC — Structs
How to group data with structs and typedef in C, and how they underpin linked lists and trees
Jul 2026 · C -
Notes C & Shell Fundamentals · Part 5 Systems & Low-LevelC — Makefile
How to write a Makefile to automate C compilation, with all, clean, fclean, and re rules
Jul 2026 · C· Linux -
Notes C & Shell Fundamentals · Part 4 Systems & Low-LevelC — Header Files
How to write and use header files in C — declarations, include guards, and project organisation
Jul 2026 · C -
Notes C & Shell Fundamentals · Part 3 Systems & Low-LevelC — Recursion
Understanding recursive functions, the call stack, and stack overflow in C
Jul 2026 · C -
Notes C & Shell Fundamentals · Part 2 Systems & Low-LevelC — Basics
Core C programming concepts from variables and pointers to memory allocation
Jul 2026 · C -
Notes C & Shell Fundamentals · Part 1 Systems & Low-LevelShell Tips — Commands & Bash Scripting
A practical guide to essential Shell commands and writing your first #!/bin/bash script
Jul 2026 · Linux· Shell
Games & Gameplay
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Deep dive MarbleMaze Deep Dives · Part 11 Games & GameplayMarbleMaze: Deep Dive — Pluggable Tutorial Condition System
How a three-interface hierarchy, SerializeReference polymorphism, and a reflection-based property drawer built a fully designer-configurable tutorial system supporting 10+ input condition types, input gating, overlay masking, and scene-driven signals.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 10 Games & GameplayMarbleMaze: Save System & Data Persistence
A Strategy-pattern JSON save system with six independent data structures, a generic type-dispatch API, and Unity Cloud Save conflict resolution via a versioned payload.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 9 Games & GameplayMarbleMaze: Bézier Curve Currency Animations
How quadratic Bézier curves, staggered coroutine batching, and a custom cubic easing function drive the coin and star collection arcs in MarbleMaze: Galactic Stars.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 8 Games & GameplayMarbleMaze: Currency & Life Regeneration
How five currencies stored in a Dictionary<CoinType, int> combine with DateTime-based heart regeneration, a live countdown event bus, and a rewarded-video safety window.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 7 Games & GameplayMarbleMaze: Deep Dive — Power-Up System, Player & DOTween Choreography
How a full GameObject swap architecture, reusable bidirectional tweens, a five-state visual FSM, spherecast ground detection, and an 8-cardinal touch mapper make the player feel responsive — and power-up transitions feel cinematic.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 6 Games & GameplayMarbleMaze: Deep Dive — Timed Hazard Systems & Environment
How a shared ITimedHazard interface, AnimationCurve-driven state machines, and a checkerboard phase system power three distinct hazard types — plus the physics push door, spike death sequence, and coroutine-based level completion.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 5 Games & GameplayMarbleMaze: Deep Dive — Adaptive Difficulty Engine
How I built a multi-layer difficulty system that responds to player performance in real time — grid scaling, cycle-based archetypes, local stress multipliers, and cross-session debt accumulation.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 4 Games & GameplayMarbleMaze: Deep Dive — ScriptableObject-Driven Level Progression
How a layered ScriptableObject hierarchy decouples tile definitions, hazard composition, difficulty progression, and pre-authored level storage — all designer-configurable without touching code.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 3 Games & GameplayMarbleMaze: Deep Dive — GC-Friendly Grid Data Structure
How a struct-based 2D grid with ref accessors keeps the entire procedural generation pipeline allocation-free on mobile — and how the same design enables clean serialization and a query API.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 2 Games & GameplayMarbleMaze: Deep Dive — Procedural Maze Generation with Kruskal's Algorithm
How I built an infinite, seed-deterministic level generator for a mobile marble game using Kruskal's algorithm, Union-Find, and a multi-pass tile decoration system.
Feb 2026 · Unity· C#· Mobile -
Deep dive MarbleMaze Deep Dives · Part 1 Games & GameplayMarbleMaze: Event-Driven Manager Architecture
How 20+ singleton managers coordinate through C# Action<T> events with zero direct cross-references, and how a Fluent Builder scene controller ties the whole system together.
Feb 2026 · Unity· C#· Mobile -
Deep dive AlchemisTeddy Devlog · Part 7 Games & GameplayOcclusion Cutout Effect - AlchemisTeddy 🧪🐻
Reproducing Baldur's Gate III Occlusion Cutout Effect
Sep 2025 · Unity· C#· Shaders -
Deep dive AlchemisTeddy Devlog · Part 6 Games & GameplayUnity Character System - AlchemisTeddy
The creation of Eddy the Teddy
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 5 Games & GameplayLab - AlchemisTeddy 🧪🐻
The creation of Teddy's Lab
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 4 Games & GameplayBottles Shader & Script - AlchemisTeddy 🧪🐻
The creation of a game ready Storage Chest
Sep 2025 · Unity· C#· Shaders -
Deep dive AlchemisTeddy Devlog · Part 3 Games & GameplayStorage Chest - AlchemisTeddy 🧪🐻
The creation of a game ready Storage Chest
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 2 Games & GameplayCrafting Table - AlchemisTeddy 🧪🐻
The creation of a game ready Crafting Table
Sep 2025 · Unity· C# -
Deep dive AlchemisTeddy Devlog · Part 1 Games & GameplaySwiss Game Academy - Advanced Programming Course - AlchemisTeddy
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Aug 2025 · Unity· C# -
Tutorial Unity Tips · Part 4 Games & GameplayUnity Tips - Creating native DLLs in C++
The process of creating a native DLL and integrating it in Unity
Sep 2025 · C++· C#· Unity -
Tutorial Unity Tips · Part 3 Games & GameplayUnity Tips - Creating a Stencil See-Through Effect in Unity 6
Creating a See-Through effect in Unity 6 using a Stencil shader
Sep 2025 · Unity· Shaders· C# -
Tutorial Unity Tips · Part 2 Games & GameplayUnity Tips - New Input System - Mouse Events
Transition of old mouse events for Unity's new Input System
Sep 2025 · Unity· C# -
Tutorial Unity Tips · Part 1 Games & GameplayUnity Tips - Inspector Attributes
How Inspector Attributes Make Unity Game Development Cleaner and Safer
Sep 2025 · Unity· C#
Workflow & Teaching
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Tutorial Git for Teams · Part 2 Workflow & TeachingGit — Version Control for Teams
From installation and SSH keys to branching strategies and pull requests — a complete git guide for devs and non-devs alike
Sep 2026 · Git -
Tutorial Git for Teams · Part 1 Workflow & TeachingGit — Version Control with SourceTree
A visual, step-by-step guide to the full feature branch workflow in SourceTree — from pulling main to merging your MR on GitLab and cleaning up.
Sep 2026 · Git