What, why, who?| pema.dev
Foreword| pema.dev
I spend a lot of my time seeking out and reading through technical blogs. I realized today, that my list of go-to blogs only exists mentally. I thought I should write them down somewhere, which is what this post is. I’ll likely be updating this page in the future.| pema.dev
Intro| pema.dev
Intro| pema.dev
Haskell setup is pain| pema.dev
For some reason, I keep getting asked the same few questions about common constructs in functional programming. I want a page to point friends towards. That is what this is. Without further ado, welcome to the 999th terrible monad tutorial.| pema.dev
Motivation I hate how hard type theory can be to get into. I’ve recently been fiddling with Hindley-Milner type systems and wanted to write down some notes that are hopefully understandable to future-me. If they are of use to anyone - cool, if not - also cool. I’ll definitely be referring to them in the future.| pema.dev
In this post, I want to shed some light on something I’ve been wondering about for a while: How exactly are mipmap levels selected when sampling textures on the GPU? If you already know what mipmapping is, why we use it, and what pixel derivatives (ddx() / ddy()) are, you can skip to the section Derivatives to mipmap levels. The post does, however, assume some knowledge of graphics programming.| pema.dev