<feed xmlns="http://www.w3.org/2005/Atom"> <id>https://polyphantom.com/</id><title>Polyphantom Creations</title><subtitle>Here you will find articles on topics related to games and game development, regardless of what technology you use and what knowledge you are looking for, you will definitely find something for yourself here!</subtitle> <updated>2025-07-19T17:04:23+02:00</updated> <author> <name>Polyphantom Creations™</name> <uri>https://polyphantom.com/</uri> </author><link rel="self" type="application/atom+xml" href="https://polyphantom.com/feed.xml"/><link rel="alternate" type="text/html" hreflang="en" href="https://polyphantom.com/"/> <generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator> <rights> © 2025 Polyphantom Creations™ </rights> <icon>/assets/img/favicons/favicon.ico</icon> <logo>/assets/img/favicons/favicon-96x96.png</logo> <entry><title>Don't Use Frames to Measure Performance</title><link href="https://polyphantom.com/posts/why-you-should-not-use-frames-when-talking-about-performance/" rel="alternate" type="text/html" title="Don&amp;apos;t Use Frames to Measure Performance" /><published>2025-07-12T17:00:00+02:00</published> <updated>2025-07-12T17:00:00+02:00</updated> <id>https://polyphantom.com/posts/why-you-should-not-use-frames-when-talking-about-performance/</id> <content src="https://polyphantom.com/posts/why-you-should-not-use-frames-when-talking-about-performance/" /> <author> <name>Polyphantom Creations™</name> </author> <category term="Tech" /> <summary>I once heard a speaker at a Game Dev Conference say, &amp;quot;We changed one thing and gained 5 FPS just because of that&amp;quot;, which made me wonder how meaningful is that gain for real. While targeting a specific FPS (like 60) is clear, talking about FPS gains can be misleading. In this article, I&amp;#39;ll explore why FPS alone doesn&amp;#39;t tell the whole story when measuring performance.</summary> </entry> <entry><title>Custom Logger - Simpler log managment</title><link href="https://polyphantom.com/posts/custom-logger-simpler-log-managment/" rel="alternate" type="text/html" title="Custom Logger - Simpler log managment" /><published>2025-02-16T10:00:00+01:00</published> <updated>2025-02-16T10:00:00+01:00</updated> <id>https://polyphantom.com/posts/custom-logger-simpler-log-managment/</id> <content src="https://polyphantom.com/posts/custom-logger-simpler-log-managment/" /> <author> <name>Polyphantom Creations™</name> </author> <category term="Tech" /> <summary>The Unity engine provides a static Debug class that includes methods to facilitate error tracking and game analysis during development. As a project&amp;#39;s complexity increases, so does the number of generated logs, which can make debugging more difficult. Often, we want to analyze a specific system without going through irrelevant messages from other parts of the game. Therefore, the ability to fil...</summary> </entry> <entry><title>How Fast Is Get Component?</title><link href="https://polyphantom.com/posts/how-fast-is-get-component/" rel="alternate" type="text/html" title="How Fast Is Get Component?" /><published>2025-01-09T18:00:00+01:00</published> <updated>2025-01-09T18:00:00+01:00</updated> <id>https://polyphantom.com/posts/how-fast-is-get-component/</id> <content src="https://polyphantom.com/posts/how-fast-is-get-component/" /> <author> <name>Polyphantom Creations™</name> </author> <category term="Tech" /> <summary>While learning Unity, we will come across information to use the GetComponent method wisely, as it is quite a slow piece of code. We should also avoid placing this method in the Update method. In this post, I would like to focus on this issue and check as reliably as possible the real speed of execution of this method by our computer.</summary> </entry> <entry><title>How To Make Movement Independent Of Frame Rate?</title><link href="https://polyphantom.com/posts/how-to-make-movement-independent-of-frame-rate/" rel="alternate" type="text/html" title="How To Make Movement Independent Of Frame Rate?" /><published>2025-01-06T18:00:00+01:00</published> <updated>2025-01-06T18:00:00+01:00</updated> <id>https://polyphantom.com/posts/how-to-make-movement-independent-of-frame-rate/</id> <content src="https://polyphantom.com/posts/how-to-make-movement-independent-of-frame-rate/" /> <author> <name>Polyphantom Creations™</name> </author> <category term="Tech" /> <summary>The number of frames per second in a game is always a very hot topic. However, a high number of frames doesn&amp;#39;t always have a positive impact on the gameplay. In this article, we will discuss the basics, from a technical perspective, and we will show how to make our features frame independent.</summary> </entry> </feed>
