<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><id>https://portfolio.wayrex.dev/</id><title>Jack Mariani — Unity Dev notes</title><link href="https://portfolio.wayrex.dev/dev-notes/"/><link rel="self" href="https://portfolio.wayrex.dev/feed.xml"/><updated>2026-10-02T00:00:00Z</updated><author><name>Jack Mariani</name><uri>https://portfolio.wayrex.dev/about/</uri></author><entry><id>https://portfolio.wayrex.dev/dev-notes/ecs-before-rewriting/</id><title>Before rewriting a Unity system in ECS</title><link href="https://portfolio.wayrex.dev/dev-notes/ecs-before-rewriting/"/><updated>2026-10-02T00:00:00Z</updated><summary>Decide whether Unity ECS fits a workload: record a baseline, inspect data access and structural changes, and compare equivalent behaviour on target hardware.</summary></entry><entry><id>https://portfolio.wayrex.dev/dev-notes/snapshot-interpolation/</id><title>Why network motion stutters</title><link href="https://portfolio.wayrex.dev/dev-notes/snapshot-interpolation/"/><updated>2026-10-02T00:00:00Z</updated><summary>An interactive explanation of snapshot interpolation: change latency, update rate and buffering to understand remote-player motion.</summary></entry><entry><id>https://portfolio.wayrex.dev/dev-notes/unity-backend-boundaries/</id><title>Where does the Unity backend begin?</title><link href="https://portfolio.wayrex.dev/dev-notes/unity-backend-boundaries/"/><updated>2026-10-02T00:00:00Z</updated><summary>A practical Unity backend design note: separate real-time match state, persistent player data and server authority before integrating services.</summary></entry></feed>