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Technical notes on gameplay feel, performance engineering and engine architecture. Most of them started as notes I took while fixing something.

NavMesh, A* and flow fields: 200 agents without the jam

Why pathfinding jams in a 200-agent siege scene, where the NavMesh quietly lies to you, and exactly where the line between A* and a flow field runs.

8 January 2026 ai 11 min read

Behaviour Tree or Utility AI?

Both can be the right answer. What decides it is how many things your enemy has to weigh at once.

9 November 2025 ai 10 min read

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