BrandGhost

Software Engineering

Broad software engineering guidance spanning architecture decisions, monolith versus microservices tradeoffs, programming practices, and game development.

Articles

Testing Feature Slices in C#: Unit Tests, Integration Tests, and What to Test
  • 04/21/2026(Updated 07/13/2026)
  • 5 minute read

Testing Feature Slices in C#: Unit Tests, Integration Tests, and What to Test

Learn how to test feature slices in C# effectively. Covers unit tests for handlers, integration tests with WebApplicationFactory, and when to use each testing strategy.

Read the whole article

Feature Slicing Without MediatR in C#: Plain Handlers That Actually Work
  • 04/19/2026(Updated 07/13/2026)
  • 6 minute read

Feature Slicing Without MediatR in C#: Plain Handlers That Actually Work

Learn how to implement feature slicing in C# without MediatR. Build clean, testable feature handlers using plain classes and ASP.NET Core Minimal APIs.

Read the whole article

Feature Slice Folder Structure in .NET: Organizing a Real Project
  • 04/17/2026(Updated 07/13/2026)
  • 6 minute read

Feature Slice Folder Structure in .NET: Organizing a Real Project

Learn how to design a feature slice folder structure in .NET with real-world examples, structure decisions, and guidance on handling shared code and nested features.

Read the whole article

Feature Slicing in C#: Organizing Code by Feature
  • 04/15/2026(Updated 07/13/2026)
  • 8 minute read

Feature Slicing in C#: Organizing Code by Feature

Learn what feature slicing is in C# and how to organize your .NET projects by feature instead of by layer. Practical examples using a task app, no MediatR required.

Read the whole article

ProjectXyz: Why I Started A Team For My Hobby Project

Discover why this developer opened his hobby RPG project ProjectXyz to a collaborator, and how passion and trust shaped the decision to build a team.

Read the whole article

Unity3D And How to Master Stitching Using Autofac

Learn a Unity3D pattern called Stitching that uses a dedicated Stitcher class to wire Autofac dependencies into MonoBehaviour components cleanly.

Read the whole article

Delta State Algorithm Creation Series

Preview a planned series that explores designing a delta state algorithm for layering save game patches over base game state during Unity3D development.

Read the whole article

Refactoring For Interfaces: An Adventure From The Trenches

Learn how refactoring HTTP and FTP calls behind interfaces, factories, and instrumented mocks made a hardware-dependent C# project finally unit testable.

Read the whole article

Fragments: Creating a Tabbed Android User Interface

Learn how Android Fragments let you build a tabbed user interface, breaking activities into modular views that adapt across phones and tablets.

Read the whole article

An error has occurred. This application may no longer respond until reloaded. Reload