
Casey Muratori's talk at BSC 2025. Casey's links: https://ComputerEnhance.com/ https://x.com/cmuratori/ BSC links: https://BetterSoftwareConference.com/ https://x.com/BetterSoftwareC
This GitHub repository, sindresorhus/awesome, is a curated list of awesome lists across various tech topics. It contains over 375,000 stars and 30,000 forks, showcasing its popularity. The lists cover areas like programming languages, front-end/back-end development, computer science, and more. Each topic includes numerous resources, tools, and frameworks. The repository is licensed under CC0-1.0.

This article discusses the order of operations in game design, highlighting the challenge of iteratively developing complex systems. The author suggests starting with the core mechanics, establishing player goals and obstacles, and using bounded randomness to test system functionality. Building a simple, linear mission or arena is recommended for early testing and feedback. Iteratively expanding upon this core, adding AI and content, while regularly evaluating the core gameplay loop, is crucial to avoid building excessive content prematurely. The author concludes that while no single solution exists, a structured approach focusing on fundamental interactions and progressive complexity is beneficial.

Creating buildings in games can be challenging but it's a key part of environment art. From hand-placing modular assets to using full procedural generation, developers employ various methods to layout their levels. So, in this video, I'm going to walk you through how we can use Unityβs Spline Tools to layout wall and window meshes, and procedurally generate the shell of a building for us to use in our level design.
Husky is an ultra-fast, lightweight Git hook manager (only 2kB gzipped). It automates tasks like linting commit messages and running tests before commits or pushes. Supporting all 13 client-side Git hooks across various platforms, it offers features like branch-specific hooks and POSIX shell scripting. Used by over 1.5 million GitHub projects, including major ones like Next.js and Angular, Husky prioritizes speed and ease of use. It's actively maintained and sponsored by several organizations.

SpacetimeDB is a transactional, relational, multiplayer database that eliminates the need for separate game servers. Developers write modules in Rust or C# that run directly within the database, handling all game logic and persistent state. This serverless architecture simplifies deployment and scales efficiently, as demonstrated by its use in the BitCraft MMORPG. SpacetimeDB offers ACID properties, real-time queries, and features like time travel debugging and user-generated logic. Backed by significant investment, it promises high performance and ease of use for building massive multiplayer games.

Nitrode is an AI-powered game engine that allows users to design, script, and deploy games within a single platform. It features an AI-assisted visual logic editor, enabling intuitive game mechanic creation. The engine generates assets (sprites, textures, scenes) using AI, eliminating the need for external tools. It also produces clean, editable code based on the user's design choices. Currently, Nitrode is available for MacOS only.

This article by Richard Meredith details a technique for basic multithreading in Unity to optimize the flow field algorithm in "Bad North." By moving the costly flow update to a separate thread, the main thread's processing time was significantly reduced. The author explains the challenges of thread synchronization and data sharing, ultimately proposing a solution that involves restructuring data into separate sets for results, pending changes, and working data. This approach ensures threads operate on their own data, preventing conflicts and achieving thread safety. While this method introduces a one-frame delay and copy overhead, it offers a clean and simple way to offload background tasks in Unity.