Uploaded October 2025 | Updated September 2026, 1 week ago
Welcome! Here we do all things programming. Mostly in Golang, but sometimes in other languages. My main objective is to write games and game dev tools in golang, but feel free to ask any questions and we can learn golang together. Happy to answer any questions!
⁍ Play: mythfall.com
⁍ Twitch: twitch.tv/unitoftime
⁍ Discord: discord.gg/63YeahMKfJ
⁍ Github: github.com/unitoftime
⁍ Past Streams: youtube.com/playlist?list=PL_r0j2F4Hkj8KZ6jNJPCW3aDH--aWrn-T
Music provided by Chillhop Music: chillhop.ffm.to/creatorcred
Welcome! Here we do all things programming. Mostly in Golang, but sometimes in other languages. My main objective is to write games and game dev tools in golang, but feel free to ask any questions and we can learn golang together. Happy to answer any questions!
⁍ Play: mythfall.com
⁍ Twitch: twitch.tv/unitoftime
⁍ Discord: discord.gg/63YeahMKfJ
⁍ Github: github.com/unitoftime
⁍ Past Streams: youtube.com/playlist?list=PL_r0j2F4Hkj8KZ6jNJPCW3aDH--aWrn-T
Music provided by Chillhop Music: chillhop.ffm.to/creatorcred







![[Making an MMO] Episode 5 - Tilemaps and render batching
⁍ Wishlist: https://store.steampowered.com/app/3475620/Mythfall/
Todays episode is about generating, storing, and drawing tilemap data. After adding our tilemap, we lose some performance, so we explore a technique called render batching to regain our lost performance.
This tutorial series is about creating an MMO from (almost) scratch. We will be coding in Golang and we will use libraries where possible/appropriate. I will stay at a fairly high level for most things, but let me know if you want a more intensive study on any individual topic and Ill try to make an episode where possible.
Thanks for watching!
// Repository: https://github.com/unitoftime/mmo
// Play: https://mythfall.com [Making an MMO] Episode 5 - Tilemaps and render batching](https://i.ytimg.com/vi/Oty3dwF-Xpw/mqdefault.jpg)


![Sharing systems between client and server [Making an MMO - E11]
⁍ Wishlist: https://store.steampowered.com/app/3475620/Mythfall/
Today we reorganize some more! The last reorganization (for now) is to add all of our client specific logic into shared packages so that both the client and server can share code when building their physics simulation. That said, input handling and rendering will still remain client specific. Finally, we built a common struct which will represent our system. This way we can dynamically build arrays of systems and execute them as needed in our game loop.
⁍ Series: https://bit.ly/MakingAnMMOPlaylist
⁍ VOD: https://youtu.be/ Rt3IEZYL4
This tutorial series is about creating an MMO from (almost) scratch. We will be coding in Golang and we will use libraries where appropriate. I will stay at a fairly high level for most things, but let me know if you want a more intensive study on any individual topic and Ill try to make an episode where possible.
Thanks for watching! Happy to answer any questions!
// Repository: https://github.com/unitoftime/mmo
// Play: https://mythfall.com Sharing systems between client and server [Making an MMO - E11]](https://i.ytimg.com/vi/Pqk1ocuNiYI/mqdefault.jpg)