Every time I’ve spun up a blog I’ve been motivated and inspired to write more. And… every time I’ve had a small burst of energy and then run out of interesting things to write about. It’s frustrating to want to publish content but to get caught up in the practicalities of actually doing so andContinue reading “I’m Bad at Blogging (and that’s okay)”
More Holiday Projects
The other major holiday project I worked on over the end-of-year break was to take my 3D engine and build something with it. I have a lot of little tech demos and ideas but nothing that’s actually “finished”. Many years ago, I worked on a 3D engine that ended up being capable of loading QuakeContinue reading “More Holiday Projects”
Holiday Projects
Over the new year’s break I’ve been working on a few projects – it’s been a while since I had a chance to get into writing some code for a fun project. I’m still working on another holiday project – so this might be a bit short on deep technical details – but here’s someContinue reading “Holiday Projects”
A Smart(er) Home
For several years now, I’ve been experimenting with the integration of tech into the houses and apartments I’ve lived in. For the most part, this has manifested as very basic automation – some trivial routines in Phillips Hue, or an auto-off timer on a Wemo power socket, for example. Well, in the past few months,Continue reading “A Smart(er) Home”
Making a Search Engine
I made a search engine, mostly out of curiosity about what such an undertaking might entail, and also to build my skills with Go. Update: I ended up shutting down the search engine, after stumbling into altogether too many bugs with robots.txt and crawling pages that should have been ignored. This post remains as aContinue reading “Making a Search Engine”
Victor Engine Progress (December Video)
Another video of the state of Victor: This demonstrates some of the improvements I’ve made. Recent work since thisvideo has been primarily focused on building a voxel geometry demonstrationand implementing some performance improvements. nanogui support nanogui is a great little GUI framework that integrates nicely with OpenGL.It’s quite extensible, which is great as I haveContinue reading “Victor Engine Progress (December Video)”
Victor Engine PBR Demo
I’m working on a game engine (the “Victor” engine), and I uploaded a video showing its physically-based rendering support. There’s a few issues with it that I’m still working on, but for the time being you can check out how it looks below.
Pedigree Ports Build System
I’ve done some work recently to put together a new build system for Pedigree’s ports, where dependencies can be a first-class citizen and various other modes of operation can be used. For example, it’s now fairly trivial to just dump the commands that would be run into a file. I hope to discuss the systemContinue reading “Pedigree Ports Build System”
Pedigree: Progress Update & Python Debugging Post-Mortem
My last post on this blog covered off the work so far on memory mapped files. There has been quite a bit of progress since then in this area: Memory mapped file cleanup works as expected. Programs can remove their memory mappings at runtime, and this will be successful – including ‘punching holes’ in mappings.Continue reading “Pedigree: Progress Update & Python Debugging Post-Mortem”
FORGE Scheduling
Update: the project FORGE in this post refers to the FORGE Operating System. Also, when discussing feedback schedulers, note that the type of feedback discussed (thread pre-emption) is not the only possible method for feedback – just the one I’ve selected for this post. Update #2: please note that this all changes when more thanContinue reading “FORGE Scheduling”