Avoid the clutter!

Head Exploding Clutter can delay development.

Developing a video game involves lots of moving parts. We have seen two examples of this clutter in previous articles. In the article on instantiating and destroying objects, we had a look at hierarchal clutter. Yesterday when discussing coroutines we saw an example of screen clutter from object spawns. In this article we will discuss these types of clutter and why they are bad for our game.

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Turning my passion for video games and 11 years of software development experience into a focus on video game development using Unity3D.

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James West

James West

Turning my passion for video games and 11 years of software development experience into a focus on video game development using Unity3D.

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