treehouse/content/treehouse/new.tree
2024-06-20 22:31:30 +02:00

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%% template = "_new.hbs"
title = "a curated feed of updates to the house"
styles = ["new.css"]
feed = "news"
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- <span class="badge blue">featured</span> ever wondered how Terraria renders its worlds? or how editors like Tiled manage to make painting tiles so easy?
### tairu - an interactive exploration of 2D autotiling techniques
[read][page:programming/blog/tairu]
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- a friend of mine asked if it makes sense to define your own wrapper class for `SDL_Window` the way [Lazy Foo](https://lazyfoo.net/tutorials/SDL/10_color_keying/index.php) does it.
I told him there's no reason to do that in modern C++, because `std::unique_ptr` can do everything for you anyways.
### freeing C memory automatically using `std::unique_ptr` and `std::shared_ptr`
<sub>on another note, I did read a blog post about this once somewhere, but couldn't be bothered to find it. so there you go! I made a post about this too.</sub>
[read][page:programming/languages/cxx/shared-unique-ptr-deleter]
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- it's updatin' time! I took some time to clean up old pages and update my *about me*.\
over time I've been learning how to write content on the treehouse effectively, and the new about me reflects that.
### about me (version 2)
[read][page:about] [version 1][page:about/v1]
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- I recently got a question from my someone telling me they doesn't understand why `*x` does not read from the pointer `x` when on the left-hand side of an assignment.
and that made me think,
### what's up with `*x` not always meaning the same thing in different contexts?
[read][page:programming/blog/lvalues]
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- I've been thinking recently how cool it is to be able to single-step into Unreal Engine's source code and edit it while you're working with it, and how uncool it is that I can't do the same thing easily in the Rust world.
after all, aren't we just dealing with a bunch of code running on the computer? why not let me poke at it?
### systems are just a bunch of code
[can *you* can read other people's code?][page:programming/blog/systems] [bonus: dismantling Unreal Engine's GENERATED_BODY][page:programming/technologies/unreal-engine/generated-body]
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- last night I couldn't sleep because of type theory. in the process of trying to write down my thoughts, I ended up discovering a class of types which, to my knowledge, no language implements.
### OR-types
[what the hell do you mean, aren't sum types exactly that??][page:programming/blog/or-types]
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- I really like Lua, did you know that? but I get kind of tired of explaining why a thousand times to people who don't know the language, so…
### programming languages: Lua
[read why I like it so much][page:programming/languages/lua]
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- sidebars! also known as, *"enjoying the main content? how about I distract you from it so that you can't focus!"*\
seriously though. I don't like them.
### design: sidebars
[read why I don't like them so much][page:design/sidebars]
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- I started a branch on user interface and user experience design, because I was working with mintty at work and had some thoughts about it.
"why does mintty always feel so *out of place* compared to `cmd.exe`?"
### liquidex's treehouse: design
[read: *on digital textures*][page:design/digital-textures] [go to branch][page:design]