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["`**Backlog**`"]
["`**Bulletproof Your Code with Scoped Structs**
Avoid cleanup errors by letting your C++ code clean itself up.`"]
["`**The Spec Pattern: Making Engine Features Editable**
Wrapping engine functionality in a configurable data struct for flexible data-driven workflows.`"]
["`**Editor Readability: Creating Complex Title Properties**
Enabling complex title properties (and others!) without writing a single line of editor-module code.`"]
["`**Write Better Code Quickly: Using C++ Modules in UE5**
Why to use them, how to use them and *how* to use them.`"]
["`**Applying Gameplay Effects Using the Builder Pattern**
Opening the door to intricate effects without the complexity.`"]
["`**Dynamic AI with AIGoals and Perception**
Letting AI agents discover the game world in a simple and maintainable way.`"]
["`**Using StateTree to Drive Core Gameplay Logic**
Things that will make you think '*Why didn't I do this sooner?*'.`"]
["`**Supercharge Your Gameplay with Choosers**
When a TMap just won't cut it.`"]
["`**UE5 C++ vs. Blueprint: What Most Developers Miss**
A slightly different perspective on the old debate.`"]
["`**A Strict Data-Driven Approach to UE5**
How to think about your game data & the ways of modeling it.`"]
["`**How to Problem-Solve Like a Programmer**
Techniques for efficient problem-solving for any programmer.`"]
["`**System-Thinking for Game Development**
How to think about and create modular systems to improve flexibility, ease of maintenance and emergent design.`"]
["`**Using Adoption Patterns for Complexity Management**
How to tame a software beast like Unreal Engine.`"]
["`**How MVVM Can Apply to Game Development**
A theoretical discussion on MVVM in game development.`"]
["`**Divide and Conquer: The Art of Problem Decomposition in Game Programming**
How to solve any problem quickly, elegantly and pragmatically.`"]
["`**Composition vs. Inheritance Demystified**
Clearing up common misconceptions & when to apply what.`"]
["`**Improving Gameplay Abilities with Ability Stages**
For complex multi-stage gameplay abilities.`"]
["`**The Ways of Initializing GAS AttributeSets**
Which one to choose and why.`"]
["`**Gameplay Abilities for Players & Ability-Driven AI**
How to enable your AI agents to do *anything* the player can do.`"]
["`**Building an Equipment System with Smart Sockets**
Easily attach things to your actors without needing to think about it.`"]
["`**Mugen Game Architecture**
A deep-dive into my protoype's game architecture.`"]
["`**In Progress**`"]
["`**Dreams of Hypermedia Sheep**
An exploration of HATEOAS and hypermedia-driven web applications.`"]