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ijdykeman.github.io | ||
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aibodh.com
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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. | |
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www.code-spot.co.za
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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... | |
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blog.alexbeals.com
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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. | |
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andrewkelley.me
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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. | ||