Knowledge collection

Technical Architecture

Build durable systems for events, pooling, ECS-style data, streaming, cameras, and scaling.

8 guides

Published articles only. Staging drafts remain private.

5 min read

Roguelike Camera Architecture: Multi-Layer Viewport, Spatial Query, and LOD Systems

A complete pattern guide for building performant camera systems in roguelike games across Phaser 3, Unity, and Godot engines.

roguelikecamera
6 min read

Tilemap Chunk Loading and Streaming Guide for Roguelikes

If your roguelike uses large procedural maps, tilemap streaming is not just a rendering optimization. It becomes part of your memory strategy, load-time strategy, and simulation de

public-siteenglish
6 min read

ECS Architecture Guide for Roguelike Games

Roguelike worlds routinely combine enemies, projectiles, status effects, items, traps, and persistent world entities in the same scene. Inheritance-based object models struggle her

public-siteenglish
6 min read

Engine-Agnostic Combat System Implementation - A 7-Step Workflow for Phaser, Unity, Godot, and Unreal

How to separate combat logic from engine APIs so the same damage formulas, status rules, and balance tables run across Phaser, Unity, Godot, and Unreal with only thin adapters.

public-siteenglish
4 min read

Event Bus Architecture for Roguelike Systems: Decouple Combat, UI, Audio, and Progression

A practical engine-agnostic guide to using event buses and observer-style messaging in roguelike game architecture without turning every system into global state.

public-siteenglish
5 min read

Object Pooling for Game Performance: A Practical Guide for Bullets, Particles, Enemies, and UI Feedback

An engine-agnostic workflow for using object pools to reduce allocation spikes in real-time games and roguelikes.

public-siteenglish
7 min read

Roguelike Resource Conversion Chain Design - 6 Principles for Turning Raw Materials Into Valuable Loot

How to design crafting, alchemy, and currency systems that give every run a satisfying factory-floor feeling

public-siteenglish
6 min read

Spawn Density Governor: Keeping Enemy Counts Fair Across a Full Run

Who this helps : Roguelike system programmers tired of "sometimes the first room spawns 20 enemies and sometimes zero," technical leads porting spawn logic across multiple engines,

roguelikespawn