Why avoid sprintf?

I was going to write about avoiding dynamic memory allocations during parallel execution, but when I was profiling a test code I found a bug in _free_dbg which analysis consumed the time I had for this post, so I sidetracked…

Unity GUI: resolution independence

When using Unity GUI, you usually want your UI to be resolution independent. And you never know what resolution the user will run your game with, when building for desktop (or floating canvas webplayer). Unity GUI works on absolute screen pixel…

Perspective in 2d cities

I was recently working on a game, where a player could navigate around quite a big city. The city itself was collection of 2d sprites created in Adobe Illustrator, and exported as two layers: one background sprite, building sprites (separate…