game-development
4 free lessons tagged game-development across Programming. Each one is a short sequence of focused steps with narration and a five-question quiz at the end — take them in any order, no signup required.
Unity: physics and the fixed timestep
Why Unity runs physics on its own 50Hz clock instead of the frame rate, and what follows from that. Covers rigidbodies and colliders, moving things correctly with forces rather than the Transform, interpolation for smooth motion, tunneling and continuous collision detection, and where physics cost actually comes from.
Unity: prefabs, assets, and serialization
How a Unity object survives being saved to disk and loaded back exactly as configured. Covers what serialization actually accepts, why GUIDs in .meta files matter more than filenames, prefabs and variants with their override rules, ScriptableObjects as shared data, and the field that keeps reverting to zero.
Unity: the script lifecycle and execution order
When your Unity code actually runs. Covers the Awake, OnEnable, Start ordering guarantees, the split between Update, FixedUpdate, and LateUpdate, why deltaTime is mandatory, how coroutines fit the frame, and the allocation habits that turn a smooth game into a stuttering one.
Unity: the GameObject and component model
Unity is built on composition, not inheritance: a GameObject is an empty container, and everything it can do comes from components bolted onto it. Learn the Transform and scene graph, how components find each other, the active-versus-enabled trap, and why composition beats a deep class hierarchy for games.

