Hi there!


You have found my personal website.

I am Sebastian Schöner, and you are most likely here because you enjoy programming as well.

Choose your adventure:


  • Thread States in Superluminal and some Unity job system follow-up

    I recently wrote a few words about the cost of job scheduling (The Whipping Boy Approach to Job Scheduling), this is a follow-up to that post. The motivation for this excursion into job scheduling performance was a report that a Unity project I am involved with scales very poorly with... [Read More]
  • Burst and zero cost

    First of, let me apologize for the title. This is not about “zero cost” abstractions, but the title still holds. [Read More]
  • A curious access violation

    Recently, while doing things I probably should not be doing in the first place, I ran into an access validation that really threw me off: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF [Read More]
  • Mono codegen - Release vs. Debug

    I was convinced I had a post somewhere where I compare Mono’s codegen for C# as used in Unity between Release and Debug. I was looking for it, so I could send it to a friend, but did not find it. Let’s fill that gap. [Read More]
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  • The Whipping Boy Approach to Job Scheduling

    In the Unity engine, the job system is a mechanism for off-loading work from the main thread to worker threads by creating work (“jobs”) and pushing that over to other threads. Very similar concepts exist in almost every engine. A poorly implemented job system can make it so that your... [Read More]