Infinitus: Wrapping WebGL in a React Component
Category: Game Development
Published on: 5/30/2025
In this devlog, I walk through building a reusable <code>GLCanvas</code> React component for hardware-accelerated 2D/3D graphics in Next.js. You’ll see how I set up the WebGL2 context, implement a fixed-timestep game loop with FPS tracking, normalize mouse input, and even pause the loop when the tab goes hidden. This foundation makes it easy to drop in your own shaders, game logic, and rendering code.
Unity Development: Queues Are Not All Bad! (Part 3)
Category: Game Development
Published on: 4/3/2025
A Queue<T> is a dynamic, FIFO data structure. You add items to the “back” of the queue and remove them from the “front.”
Unity Development: Use Stacks! (Part 2)
Category: Game Development
Published on: 3/15/2025
In Part 2 of our Unity data-structures series, we dive into the power of Stack<T>, the ultimate Last-In-First-Out collection. Discover how simple Push, Pop, and Peek operations can streamline undo/redo systems, depth-first searches, and nested state machines allowing you to write cleaner, faster, and more maintainable game logic.
Unity Development: Don’t Use Lists for Everything! (Part 1)
Category: Game Development
Published on: 12/3/2023
Unity developers often default to using lists for collections, but this approach isn’t always the most efficient or effective. While lists offer simplicity and direct access to elements, they may not be the optimal choice for all scenarios.