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ijdykeman.github.io
| | aibodh.com
17.4 parsecs away

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| | Continue building your 2D game with Bevy and Rust. This second chapter covers procedural world generation using Wave Function Collapse, creating layered terrain with tiles, and building a complete game world with dirt, grass, water, and props.
| | www.code-spot.co.za
17.0 parsecs away

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| | I wrote an article for Dev.Mag covering some techniques for working with seamless tile setssuch as making blend tiles, getting more variety with proceduralcolourmanipulation, tile placement str...
| | blog.alexbeals.com
18.4 parsecs away

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| | For one of my final CS classes, I was brainstorming a list of tech that I hadn't developed anything for or worked with, and screensavers on Mac were on the list as something that would probably lend itself to an easy short-term project. I had recently seen a series of animated gifs of automatic maze solving, and so I jotted a note to myself that it would make a cool idea for a macOS screensaver. And lo and behold, a few months later when I got around to it, it did! Without further ado, here it is in action.
| | andrewkelley.me
41.6 parsecs away

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| [AI summary] The blog post discusses the challenges and solutions for handling asynchronous I/O in Zig, focusing on cancellation, resource management, and concurrency. It highlights how cancellation is a key primitive for managing resources and avoiding leaks, while concurrency is essential for avoiding deadlocks in producer-consumer scenarios. The post also touches on the importance of using appropriate APIs like `concurrent` instead of `async` when true concurrency is needed, and the ongoing design work for stackless coroutines and I/O interfaces.