Anti-singularity
We haven't reached the singularity. Quite the opposite.
A devlog covering graphics, physics, math, and systems programming
We haven't reached the singularity. Quite the opposite.
Continuing with the theme of past interview questions, let's look at some responses to the common "tell me about a bug you fixed" prompt.
Let's look at some interview questions I've seen over the years, how I responded, and how I might respond today.
The Scanline Sweeper video/paper has out for a week now. This post covers some more developments since the original posting, a fun math trick, and some forward-looking thoughts.
The Scanline Sweeper is an algorithm for rasterizing glyphs from Bézier curve data on the GPU.
A summary of learnings from decades of being abused by floating point.
Plumbing data to shaders has got to be one of the least fun tasks in all of graphics programming. Let's talk about it.
Just some C++-isms used in the Rookery.
The WinApi event loop summary I wish I had decades ago. Or, how to fix issues with modal move/resize loops and more.
The data structures in the Rookery have some pretty big departures from how data structures are implemented in most libraries. Let's dig in.
Getting to grips with 3x4s and 4x4s (matrices, not dimensional lumber).
This post describes the architecture and feature set of a custom build system used to build the Rookery's code and assets.