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@Dreaming381
Dreaming381 / Your ECS Probably Still Sucks Part 1.md
Last active May 17, 2026 11:46
Your ECS Probably Still Sucks - Practical Tips for a Next Level ECS

Your ECS Probably Still Sucks: Part 1 – Memory Matters

This article was first written during the Unity Fee-asco of 2023. As such, many Unity ECS community members were seeking alternative high-performance solutions, and were asking me about potential places to migrate some technology I have developed.

Unfortunately, most of the ECS solutions were inadequate for facilitating the technology, yet it hasn’t been easy to explain why. That’s why this series exists. I’ll explain several ECS concepts ideas that are often overlooked in

@lavender-sys
lavender-sys / readme.md
Last active January 12, 2023 05:51
splatnet 3 paths

hi! this is a list of all¹ the paths in the splatnet 3 application as of september 10th, 2022. a lot of these are probably not useful for external applications. i found all these manually through developer tools. some may be incorrect. a : indicates that it's a parameter. i have marked what i considered to be notable with a ⭐️ emoji.

these can be used to launch the splatnet 3 application on a device with the nintendo switch online app installed. on ios, this is done with com.nintendo.znca://znca/game/4834290508791808?p=<url encoded path>. i am not sure how this works on android, but it's probably similar. for example, to open the anarchy schedule, use com.nintendo.znca://znca/game/4834290508791808?p=%2Fschedule%2Fbankara.

About variadics in Rust

This is an analysis of how variadic generics could be added to Rust. It's not a proposal so much as a summary of existing work, and a toolbox for creating an eventual proposal.

Introduction

Variadic generics (aka variadic templates, or variadic tuples), are an often-requested feature that would enable traits, functions and data structures to be generic over a variable number of types.

To give a quick example, a Rust function with variadic generics might look like this:

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 21, 2026 00:23
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https: