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Here it is showing the build of a macOS app: Before I explain what you’re looking at, here’s some background: Sometimes software takes a long time to compile just due to how much code it has, like in the LLVM project. But often a build is slower than it could be for dumb, fixable reasons. I’ve had the suspicion that most builds are doing dumb stuff, but I had no way to see it. So I’ve been working
My last article about generic data structures in C was written to set the stage for today’s topic: A data structure with constant time indexing, stable pointers, and works well with arena allocators. Its been independently discovered by multiple programmers over the years and so goes by different names. A 2001 paper called it a “levelwise-allocated pile” (bleh). Zig calls it a “Segmented List”. Th
See my follow-up article: “A Fast, Growable Array With Stable Pointers in C” I write type safe generic data structures in C using a technique that I haven’t seen elsewhere1. It uses unions to associate type information with a generic data structure, but we’ll get to that. My approach works for any type of data structure: maps, arrays, binary trees… but for this article I illustrate the ideas by im
This animation of Rick was made with 240 lines of code. No libraries, no images. I’m going to show you how to use GPU shaders and signed distance fields to make animations like it for videos, video games, or just for fun! I even built a live coding editor into the page so you can see the examples running and tinker with them. vec2 rotateAt(vec2 p, float angle, vec2 origin) { float s = sin(angle),
Last fall I participated in a week long programming event called the Wheel Reinvention Jam. The point of the Jam was to revisit existing software systems with fresh eyes. I ended up making a 3D modeler called “ShapeUp”. This post will make more sense if you watch the video demo of ShapeUp before reading more. You can try ShapeUp in your browser. This is what it looks like: Mike Wazowski modeled in
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