BlogWerx

Creating games, art, and technology.

Thursday, June 20, 2024

The GCNrd Story.

›
The most important piece of software I ever released was a Nintendo GameCube debugger over 20 years ago. It was not a financial success, re...
Monday, March 18, 2024

Goto is an Abomination

›
In response to  Goto is Not a Horror , I must implore you witness: func main() { var i = 0 loop: i += 1 if i > 10 { goto done }...
Wednesday, April 12, 2023

Improving build times for derive macros by 3x or more

›
I was dissatisfied with argument parsing crates. There didn't seem to be one that checked all the boxes I cared about: Simple. Don...
Tuesday, November 23, 2021

Stability and versioning: Lock yourself in at your own peril.

›
I usually write about Rust, but today I want to discuss something broader; flexibility in software, particularly in design and architecture....
Tuesday, July 27, 2021

Mutable statics have scary superpowers! Do not use them

›
In Rust, it is well-known that static mut is dangerous. The docs for the static keyword  have this to say about mutable statics: If a sta...
2 comments:
Saturday, June 13, 2020

The Rust compiler isn't slow; we are.

›
This might be a bit of an unpopular opinion, so the clickbait title should be appropriate! I've been learning and using Rust for nearly ...
7 comments:
Friday, November 3, 2017

Tiny MCU 3D Renderer Part 10: Benchmarking, profiling, and optimizations

›
The reason I have been so quiet recently is because I've been working on a very dry subject; testing. Unit tests are probably the most u...
Saturday, October 14, 2017

Tiny MCU 3D Renderer Part 9: Bug fixes, and first shader tests

›
It's shader time! I finished the simple sunbeam, which I think looks quite nice in motion. It could use a little work on the grad...
Monday, October 9, 2017

Tiny MCU 3D Renderer Part 8: Programmable Pipeline and Asset Pipeline

›
Oh hey, look at that! I changed the CSS on my blog a smidge. It's worth mentioning, anyway. Say hello to the Blipjoy Invader! You can ju...
Wednesday, October 4, 2017

Tiny MCU 3D Renderer Part 7: Generics and Traits, oh my!

›
If you've been following my blog, you'll know that I've been writing a 3D renderer in Rust. This is my first real  experience us...
Sunday, September 24, 2017

Tiny MCU 3D Renderer Part 6: Camera animation and display scaling

›
Yesterday I finally got around to adding some simple animations. The app was always rendering at 60 fps, but the image was static because th...
Sunday, September 17, 2017

Tiny MCU 3D Renderer Part 5: Aspect Ratio and Field of View

›
I had a long week on vacation, and was able to do a little bit of coding almost every night. There was a lot of time spent doing touristy th...
Monday, September 4, 2017

Quick update, progress report, current plans

›
This weekend I was distracted by a well-intentioned good friend of mine who suggested solving a chess puzzle described as " deceptively...
Sunday, August 20, 2017

Tiny MCU 3D Renderer Part 4: Gouraud Shading

›
Today, it's interpolating normals to render smooth lighting. That's right; Gouraud Shading in full effect. Two screenshots to start ...
Saturday, August 12, 2017

Tiny MCU 3D Renderer Part 3: Textures and Perspective

›
I was surprised by how easy it was to interpolate over the texture coordinates, given the barycentric coordinate space. I have more boilerpl...
›
Home
View web version
Powered by Blogger.