Sat Apr 26, 2025| mochiro.moe
Mon Aug 19, 2024| mochiro.moe
While doing some memory profiling work on muon recently, I revisited some old tracy integrations. After adding instrumentation for object allocations, I realized it would be trivial to instrument each meson builtin function call by wrapping the dispatch site in a few lines of tracy markup. The result is that you can now view a flamegraph of your meson.build scripts if you build muon with tracy support! Why would you want such a flamegraph? Maybe you want to have the fastest muon setup build i...| mochiro.moe
Given the search query string: 'field:value other_field:other_value keyword' How would you go about extracting the various fields, values, and plain keywords? A regular expression based solution could be to define a regex for each field, e.g. field:([^ ]+), and then match all occurrences in the input, removing the match after it has been processed. While this approach has several obvious disadvantages, I have seen it in practice. Some of the more obvious drawbacks result from the choice to re...| mochiro.moe
Meson is an awesome build system for C (it can be used for many languages, but I think that the most common use case is for primarily C and C++ projects). Although it is not without its flaws, I have yet to see a better alternative. The syntax is simple, it is cross platform (runs on windows too), it supports complex builds with ease. If you want to learn more about meson I recommend going through its website, it has a lot of good information albeit a bit disorganized. So what's the catch? Me...| mochiro.moe
(note: this is how I made pathfinding fast, your mileage may vary) A central component of my game is pathfinding. Since the only way to interact with your minions is by giving them commands, they have to figure out how to actually carry out those commands by themselves. A big part of this is finding out how to get to/from places, e.g. pathfinding. For instance, if you give them a command to build a wall, the typical process is this: locate an available resource, pathfind to it, pick it up, pa...| mochiro.moe
Noise When I first approached the problem of terrain generation, my initial research led me to implement a simple perlin noise generator. This got me up and generating some pretty decent looking terrain in just about a day. For several months I was happy. After a while though, I began to notice some problems. At first, I considered just using a better noise function, say simplex noise. Eventually though, I decided against it. Pros of using noise for terrain generation include the relative eas...| mochiro.moe
Its been awhile since my last post, and I've been busy. In late November of 2019 I started working on what has become my most ambitious personal project to date: a computer game. Early screenshot Currently I only have vague ideas for gameplay. In fact I wouldn't even call it a game yet, thats just the easiest way to explain it to people. I just started it with the goal of writing something "big" in C. Prior to this, I had been using Ruby for both my job and personal projects, so C was a prett...| mochiro.moe
A while ago I went looking for good rss / atom readers. I had a few requirements: a terminal based user interface keeps track of what you have/haven't read archive everything so you can read offline ability group rss feeds by category lightweight, preferably with no dependencies I don't already have installed The first software I found that might fit my requirements was Newsboat. It has a lot of features and is actively maintained. The main problem with newsboat is that it has too many featur...| mochiro.moe
Mon Oct 28, 2019| mochiro.moe
Tue Nov 1, 2022| mochiro.moe