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  <title>CirclesLab Blog</title>
  <subtitle>Games, worldbuilding, optimization, combat design, Unity tools, software systems, experiments and practical lessons from CirclesLab.</subtitle>
  <link href="https://blog.circleslab.net/feed.xml" rel="self" />
  <link href="https://blog.circleslab.net/" />
  <id>https://blog.circleslab.net/</id>
  <updated>2026-09-28T12:30:00.000Z</updated>
  <author><name>Emeka Igbokwe-Azogu</name></author>
  <entry>
    <title>How to Optimize a Unity Game for Mobile (Android &amp; iOS): What to Fix First</title>
    <link href="https://blog.circleslab.net/optimization/how-to-optimize-unity-mobile-game/" />
    <id>https://blog.circleslab.net/optimization/how-to-optimize-unity-mobile-game/</id>
    <published>2026-09-28T12:30:00.000Z</published>
    <updated>2026-09-28T12:30:00.000Z</updated>
    <author><name>Emeka Igbokwe-Azogu</name></author>
    <summary type="text">Unity mobile optimization is not a checklist of tricks. Here’s how to profile first, find the real bottleneck, control memory, build useful graphics presets, and decide what is actually worth optimizing.</summary>
  </entry>
  <entry>
    <title>Why I Built Worldsmith: Building Entire Round Worlds in Unity Shouldn’t Be This Hard</title>
    <link href="https://blog.circleslab.net/worldsmith/why-i-built-worldsmith/" />
    <id>https://blog.circleslab.net/worldsmith/why-i-built-worldsmith/</id>
    <published>2026-09-28T00:00:00.000Z</published>
    <updated>2026-09-28T00:00:00.000Z</updated>
    <author><name>Emeka Igbokwe-Azogu</name></author>
    <summary type="text">Worldsmith started because I wanted to build a game on a genuinely round world and discovered that generating the sphere was the easy part. Years of planetary maths, abandoned versions, vibe-coding disasters and rebuilding later, it is becoming something much bigger: a Unity framework designed to make entire playable spherical worlds practical.</summary>
  </entry>
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