Milton's Blog

My thoughts, knowledge, and rants on game development
  • Unity WebGL compression done right

    If you ever exported and tried to publish a WebGL game made with Unity, you were probably bombarded with really confusing settings and some esoteric configurations in your server. Let's explore how stuff really should be done

  • Git for Unreal Engine Projects

    This is my collection of thoughts and research about how to organize and carry an Unreal Engine Project with Git as your source control solution. I will try to keep this entertaining and give you the theory needed to understand how to survive.

  • Model View ViewModel for Game Devs

    How to turn something meant for the boring app world into something useful for programming our game UIs

  • Return to Monke (Learn to use git branches)

    I used to be like you: Branches are for monkeys, I would say, but then I understood that even when you think you are always working on the trunk, on your main and only branch, you are still using more than once branch, and you should return to monke and learn to swing on those branches.

  • How to Time Travel in Git

    In this brief article, we will go over the two main ways to time travel in Git.
    I will make parallelism to TV, Books, Movies, Comics and pretty much any kind of media that has time travel to explain this.
    Join us as we create paradoxes, become our own grandpas, and save Barry's Mom one more time!