• Blog
  • About
  • English Português

Designing Dispatch Queue

2026-09-12  |  
C++ Multithreading ThreadPool

ECSQL: Accessing save data

2025-04-21  |  
C++ ECS Migration SaveData SQL SQLite

ECSQL: External resources and the Flyweight pattern

2025-02-09  |  
C++ ECS Flyweight SQLite

ECSQL: Tracking time

2025-02-04  |  
C++ DeltaTime ECS GameLoop SQL

ECSQL: Automatically registering components

2025-02-01  |  
C++ ECS GlobalVariables LinkedList

ECSQL: Starting the prototype: a world with entities, components and systems

2024-12-15  |  
ECS SQL SQLite

ECS meets SQL: the world as a relational database

2024-11-01  |  
ECS SQL

Update objects using DOTS without ECS

2023-11-21  |  
DOTS Unity Update Manager

How to use Unity's C# Job System to run Update methods every frame the easy way

Implementing Godot Lua PluginScript: LuaJIT and FFI

2021-08-17  |  
FFI GDNative Godot LuaJIT PluginScript

Implementing the skeleton of a GDNative + PluginScript library

2021-08-04  |  
C GDNative Godot Lua LuaJIT PluginScript

Designing a Godot PluginScript for Lua

2021-07-28  |  
GDNative Godot language bindings Lua PluginScript
GitHub LinkedIn Bluesky

Copyright ⓒ 2026 Gil Barbosa Reis