FIELD NOTES / OZLIN INFO
Blog
Practical notes on AI automation, secure web delivery, cybersecurity, document processing and game-development R&D. Older articles are being reviewed, sourced and updated before promotion.
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Web Performance: Diagnose Real User Experience Before Optimising
Improve web performance with field data, repeatable lab diagnosis and changes targeted at LCP, INP, CLS and business-critical tasks—without sacrificing accessibility or correctness.
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HTTP API Design: Stable Semantics, Useful Errors and Safe Change
Design a resource-oriented HTTP API around standard method and status semantics, explicit representations, consistent errors, concurrency controls, security and an evidence-based change policy.
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Vue 3 Reactivity: State, Derived Values and Effects Without Surprises
Use Vue 3 refs, reactive objects, computed values, watchers and shared stores according to their roles, while avoiding lost reactivity, duplicate state and unnecessary rendering work.
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JavaScript Async/Await: Concurrency, Cancellation and Reliable Errors
Use async/await as structured Promise syntax while making concurrency, cancellation, timeouts, retries and partial failure explicit in browser and server JavaScript.
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CSS Grid for Responsive Layouts: Structure Without Source-Order Tricks
Build resilient page and component layouts with CSS Grid tracks, intrinsic sizing, auto-placement, named areas and subgrid while preserving meaningful document order and accessible behaviour.
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Multiplayer Game Networking: Authority, Prediction and Packet Budgets
Design multiplayer networking around an explicit authority model, measured tick and packet budgets, client prediction, reconciliation, interpolation, replication scope and hostile-client assumptions.
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Game Audio Systems: Voice Budgets, Spatialisation and Accessible Mixes
Build a game-audio pipeline around authored intent, explicit voice and memory budgets, measured spatialisation, accessible controls, licensed assets and profiler evidence.
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Optimise Unity Rendering: Batching, Instancing and Profiler Evidence
Diagnose Unity rendering cost before choosing SRP Batcher, GPU Resident Drawer, GPU instancing or static batching, then verify CPU, GPU, memory and visual results on target hardware.
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Particle Systems for Games: Build Effects to a Measured Budget
Design particle effects from a communication goal and a measured CPU, GPU, memory and overdraw budget, with scalable emitters, pooling, culling and target-device tests.
