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  • An Introduction to Asynchronous Programming in Rust and a High-level Overview of Tokio's Architecture

    An Introduction to Asynchronous Programming in Rust and a High-level Overview of Tokio's Architecture Asynchronous programming allows the development of services that can handle millions of requests without saturating memory and CPU utilization. Support for asynchrony is usually baked into the programming language; we take a look at async support in Rust, a type-safe and memory-safe systems progra

      An Introduction to Asynchronous Programming in Rust and a High-level Overview of Tokio's Architecture
    • Where Should Visual Programming Go? @ tonsky.me

      Where Should Visual Programming Go? There’s a wonderful article by Sebastian Bensusan: “We need visual programming. No, not like that.” (the dot is part of the title ¯\_(ツ)_/¯). In it, Sebastian argues that we shouldn’t try to replace all code with visual programming but instead only add graphics where it makes sense: Most visual programming environments fail to get any usage. Why? They try to rep

        Where Should Visual Programming Go? @ tonsky.me
      • Fizzixnerd Blog

        Hello! Today I'm releasing a project on which I've been working, that is in an early stage of development, into the open source world. It is integration and bindings to Godot (currently just 4.2) from a new language: OCaml. It is called Godotcaml. Details below! Why Godot? There are many reasons to choose Godot, but the reason I'll focus on is that it provides a full game-development IDE from whic

          Fizzixnerd Blog
        • Software Architecture in an AI World

          Navigating New Constraints, Requirements, and Capabilities Like almost any question about AI, “How does AI impact software architecture?” has two sides to it: how AI changes the practice of software architecture and how AI changes the things we architect. These questions are coupled; one can’t really be discussed without the other. But to jump to the conclusion, we can say that AI hasn’t had a big

            Software Architecture in an AI World
          • Jailbreaking RabbitOS: Uncovering Secret Logs, and GPL Violations | Blog

            Welcome to my ::'########::'##::::::::'#######:::'######::: :: ##.... ##: ##:::::::'##.... ##:'##... ##:: :: ##:::: ##: ##::::::: ##:::: ##: ##:::..::: :: ########:: ##::::::: ##:::: ##: ##::'####: :: ##.... ##: ##::::::: ##:::: ##: ##::: ##:: :: ##:::: ##: ##::::::: ##:::: ##: ##::: ##:: :: ########:: ########:. #######::. ######::: ::........:::........:::.......::::......:::: CTF writeups, prog

            • research!rsc: Hash-Based Bisect Debugging in Compilers and Runtimes

              Setting the Stage Does this sound familar? You make a change to a library to optimize its performance or clean up technical debt or fix a bug, only to get a bug report: some very large, incomprehensibly opaque test is now failing. Or you add a new compiler optimization with a similar result. Now you have a major debugging job in an unfamiliar code base. What if I told you that a magic wand exists

              • Panic! at the Tech Job Market

                Panic! at the Job Market “I have the two qualities you require to see absolute truth: I am brilliant and unloved.” ready for another too-long article about personal failure while blaming the world for our faults? let’s see where we end up with 7,000 9,000 10,000 11,500 words this time1. this post is sponsored by me. funding appreciated: https://github.com/sponsors/mattsta TOC: Job Openings vs. Int

                • Master Rust by Playing Video Games!

                  Screenshot from the Bot Beats game in action.This will be the first in a series of Rust tutorials. We will start from the very basics on how to install it and move into the realm of borrowing, traits and so much more. And how will we learn all this you may ask. By playing video games! ShortInstall Bot Beats.Install Rust.Create a Rust robot in Bot Beats.Install Visual Studio Code (or your favorite

                    Master Rust by Playing Video Games!
                  • Some tricks from the Scrapscript compiler

                    Scrapscript is a small, pure, functional, content-addressable, network-first programming language. fact 5 . fact = | 0 -> 1 | n -> n * fact (n - 1) My previous post talked about the compiler that Chris and I built. This post is about some optimization tricks that we’ve added since. Pretty much all of these tricks are standard operating procedure for language runtimes (OCaml, MicroPython, Objective

                    • untitled1.html

                      Turing Lecture Paper On Building Systems That Will Fail Fernando J. Corbató It is an honor and a pleasure to accept the Alan Turing Award. My own work has been on computer systems and that will be my theme. It is the essence of systems that they are integrating efforts, requiring broad knowledge of the problem area to be addressed, and that the detailed knowledge required is rarely held by one per

                      • Soviet Calculators History

                        This article is devoted to those irreplaceable assistants in our life - the calculators. The history of the development of Soviet calculators, their features and interesting characteristics of the most relevant models are described. The first calculators The first mechanical device used in Russia for computational purposes was the Russian abacus (schoty). This device became "the national calculato

                        • ゲームプログラマになる前に覚えておきたい技 – プログラミング書籍の館

                          セガ発:開発現場の知恵が分かる セガの新人研修テキストをベースに、ゲーム開発の実践的手法をまとめた一冊です。 そして本書はその独創さが光っています。 それは色々なトピックを扱いながらも、その順番が良い意味でバラバラな点です。 例えば数学だけを最初の方にまとめるのではなく、必要になったらその都度解説します。 たぶん内容をソートすれば体系的になりますが、あえて?それを崩した構成になっています。 その結果、全体に臨場感と親しみやすさが生まれ、講義を聞いているような気分になれます。 現実的で実践的な構成本書では2Dと3Dのゲームを開発しながら、その都度発生するトピックに対処して行きます。 冒頭で書いたようにその順番はバラバラになのですが、言い換えると極めて現実的です。 つまり、実際の開発現場でブラッシュアップを重ねるケーススタディとして上手くできています。 個々のブラッシュアップで紹介するワザは、

                          • 数学の学術雑誌の一覧 - Wikipedia

                            アルファベット順[編集] 以下は日本語版または英語版のウィキペディアに記事が存在する数学のジャーナルの一覧である。 A[編集] Abhandlungen aus dem Mathematischen Seminar der Universität Hamburg(英語版) Abstract and Applied Analysis(英語版) Acta Applicandae Mathematicae(英語版) Acta Arithmetica(英語版) Acta Mathematica Acta Mathematica Hungarica(英語版) Acta Mathematica Sinica(英語版) Acta Mathematicae Applicatae Sinica(英語版) Acta Numerica(英語版) Acta Scientiarum Mathematicarum(英

                            • 開発事例 : I/O クロスワード

                              .app 1 .dev 1 #11WeeksOfAndroid 13 #11WeeksOfAndroid Android TV 1 #Android11 3 #DevFest16 1 #DevFest17 1 #DevFest18 1 #DevFest19 1 #DevFest20 1 #DevFest21 1 #DevFest22 1 #DevFest23 1 #hack4jp 3 11 weeks of Android 2 A MESSAGE FROM OUR CEO 1 A/B Testing 1 A4A 4 Accelerator 6 Accessibility 1 accuracy 1 Actions on Google 16 Activation Atlas 1 address validation API 1 Addy Osmani 1 ADK 2 AdMob 32 Ads

                                開発事例 : I/O クロスワード
                              • ペルソナ5 - 真・女神転生シリーズ&アトラス スタッフ情報Wiki

                                『ペルソナ5』は、アトラスより2016年9月15日に発売されたPlayStation 3、PlayStation 4用ゲームソフト。 スタッフクレジット 以下のクレジットはゲーム内のEDスタッフロールに準ずる。括弧内は補足。 Staff Director Katsura Hashino(橋野 桂) Character Designer Shigenori Soejima(副島 成記) Composer Shoji Meguro(目黒 将司) Original Story Concept Katsura Hashino(橋野 桂) Lead Scenario Planner Shinji Yamamoto(山本 眞司) Scenario Planner Yuichiro Tanaka(田中 裕一郎) Keisuke Makino(牧野 圭祐) Atsushi Watanabe(渡部 篤) A

                                  ペルソナ5 - 真・女神転生シリーズ&アトラス スタッフ情報Wiki
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