Hey, I'm Matt
Welcome to my blog! I'm a Game Developer based in Toronto, Canada, and this is the place where I occasionally share my thoughts on programming and showcase my personal projects.
Thanks for stopping by. Hope you're having a great day!
Featured Projects
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Mind Carts (Puzzle Game)
A minecart track building puzzle game.
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Gravity Grid (Puzzle Game)
A minimalistic puzzle game about blocks and gravity.
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2D Lighting Demo
2D lighting using SDFs and raymarching.
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Meteor Jump (Game Jam Winner)
The Grand Prize Winner of the Big Viking Games Employee Game Jam 2020.
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Island Mini Putt (Prototype)
A prototype for a mini golf game. It runs in Unity and the art is created using MagicaVoxel and Blender.
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Recent Blog Posts
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Unreal Replication: Update Frequency, Relevancy and Priority
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
In the game engines I'm most familiar with (Unreal and Unity) and many others, there is the common notion of a
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(orUpdate()
) 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...