Matt Gibson
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  • Unreal Replication: Update Frequency, Relevancy and Priority

    Jan 24, 2024
    Unreal Networking

    Replication is the process of synchronizing state between the server and clients to create the illusion that players are all participating in one consistent game world. In Unreal, replication occurs at the level of Actors, and there are three primary settings that control how an Actor replicates: Update Frequency, Relevancy and Priority.

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  • Why you should avoid Tick()/Update() functions

    Jan 12, 2024
    Unreal Unity DataOrientedDesign

    In the game engines I'm most familiar with (Unreal and Unity) and many others, there is the common notion of a Tick() (or Update()) function. It makes sense, all games have a game-loop which runs logic each frame to update the game world. So providing an easy way for all the Components/Actors (I'll call them entities) in your game world to run some logic of their own each frame is only natural. This seems just fine on the surface but in my experience it can sometimes make logic a lot more complicated than it needs to be, and can be a cause of performance problems. Let me explain...

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  • Island Mini Putt - Devlog #1 - The First Milestone

    Apr 22, 2021
    IslandMiniPutt Unity Devlog

    The inception of Island Mini Putt. A new video game experience that will revolutionize the game of golf as we know it... or maybe it's just a fun little mini golf game that takes place on an island :D

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  • C# Delegates and Memory Allocations: Summary

    Feb 19, 2021
    Unity CSharp Delegates

    Knowing how memory is managed under the hood is really important for writing high performance C# code. In this blog post I summarize how creating delegates from different types of functions can affect memory allocations.

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  • C# Delegates and Memory Allocations: Local Functions

    Feb 18, 2021
    Unity CSharp Delegates

    In this blog post I look into memory allocations associated with creating delegates from local functions.

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  • C# Delegates and Memory Allocations: Lambdas

    Feb 17, 2021
    Unity CSharp Delegates Lambdas

    In this blog post I look into memory allocations associated with creating delegates from lambdas.

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  • C# Delegates and Memory Allocations: Static Methods

    Feb 16, 2021
    Unity CSharp Delegates

    In this blog post I look into memory allocations associated with creating delegates from static methods.

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  • C# Delegates and Memory Allocations: Class Methods

    Feb 15, 2021
    Unity CSharp Delegates

    In this blog post I look into memory allocations associated with creating delegates from class methods.

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  • C# Delegates and Memory Allocations: Introduction

    Feb 14, 2021
    Unity CSharp Delegates

    Knowing how memory is managed under the hood is really important for writing high performance C# code. In this blog post series I dive into how memory is used in relation to delegates and how creating delegates from different types of functions can affect memory allocations.

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  • Making Breakout with Data-Oriented Design (Part 3)

    Feb 12, 2021
    BreakoutCpp Cpp DataOrientedDesign

    The final part in my series about re-creating the game breakout in C++ using data oriented design. In this episode, I talk about the final results of the project.

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  • Making Breakout with Data-Oriented Design (Part 2)

    Dec 20, 2020
    BreakoutCpp Cpp DataOrientedDesign

    Part 2 in a series about re-creating the game breakout in C++ using data oriented design. In this episode, I talk about how I set up the project to build for multiple platforms.

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  • Making Breakout with Data-Oriented Design (Part 1)

    Dec 12, 2020
    BreakoutCpp Cpp DataOrientedDesign

    Part 1 in a series about re-creating the game breakout in C++ using data oriented design. In this episode, I talk about the reason for starting the project and the rules for implementing it.

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  • Understanding Unity's Input Action Asset (Input System Package)

    Dec 6, 2020
    Unity UnityInputSystem

    Unity now has a much better system for handling player input with the introduction of the Input System package. This package includes much improved management of input controls and bindings, and that's done through an Input Actions Asset. This post goes over how to create one and how they work.

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