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Rook & Possum

A devlog covering graphics, physics, math, and systems programming

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Latest posts

Anti-singularity

We haven't reached the singularity. Quite the opposite.

Tell me about a bug you fixed...

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.

Interview Questions Received, Reviewed

Let's look at some interview questions I've seen over the years, how I responded, and how I might respond today.

Scanline Sweeper Retrospective

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: A Glyph Rendering Algorithm

The Scanline Sweeper is an algorithm for rasterizing glyphs from Bézier curve data on the GPU.

Floating Point, Simply

A summary of learnings from decades of being abused by floating point.

Binding Data To Shaders

Plumbing data to shaders has got to be one of the least fun tasks in all of graphics programming. Let's talk about it.

Rookery C++ Usage

Just some C++-isms used in the Rookery.

Loopy Windows Event Loops

The WinApi event loop summary I wish I had decades ago. Or, how to fix issues with modal move/resize loops and more.

Custom Data Structures in the Rookery

The data structures in the Rookery have some pretty big departures from how data structures are implemented in most libraries. Let's dig in.

Homogeneous Matrix Tips for Gamedevs

Getting to grips with 3x4s and 4x4s (matrices, not dimensional lumber).

The Rookery Build System

This post describes the architecture and feature set of a custom build system used to build the Rookery's code and assets.