Welcome back. This time we’re covering a cool feature of GNU/Linux called eBPF. It’s a set of tools that let you write small (or not so small) programs that run in the Linux Kernel whenever an interesting event happens. In this post we will briefly discuss why BPF is useful. We will write a toyContinue reading “BPF or How I Learned to Stop Worrying and Love the Kernel”
Author Archives: pavleeto
Dynamic Programming for People that Simply Want to Get a Job
Let me start with a question. Do you like solving Data Structure & Algorithms problems during interviews? If you’re like me the answer is hell no. I hated doing it at my school. I hated doing it at university. And, surprise-surprise, I hate it now. But here’s the deal – to get an awesome jobContinue reading “Dynamic Programming for People that Simply Want to Get a Job”
Protected: How I Learned to Stop Worrying and Love the WinDbg Preview
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CHIP-8 (and Emulators) In Plain English
Emulators So… what is an emulator? Let’s say you want to play an old game from the MS-DOS era. You have the DUKE3D.EXE file, you launch it and …nothing happens. But why? Old systems had a different architecture from your PC. Loosely speaking, your PC doesn’t recognize the program and refuses to execute it. YouContinue reading “CHIP-8 (and Emulators) In Plain English”
Raymarching from Scratch (Part 3)
First Person Shooter (FPS) style camera In this chapter we will step away from our Raymarcher renderer. Instead we are going to implement a camera movement. We will be able to move forward, strafe, fly and look around using our mouse and keyboard. This chapter is Godot-heavy. I assume you have some passing experience withContinue reading “Raymarching from Scratch (Part 3)”
Raymarching from Scratch (Part 2)
Rendering our first Sphere Unshaded Sphere We are ready to render our first sphere. Lets start with defining the SDFs. In your shader create 2 new functions after uniform variables definitions: sdf is our main function. It tells us how far the point pos is from the scene. sdSphere is a SDF for a sphere.Continue reading “Raymarching from Scratch (Part 2)”
Raymarching from Scratch (Part 1)
Raymarching Basics. Camera In the previous chapter we have set up a sandbox Godot project. We have created a fullscreen shader and have used it to display an opaque red color. Quite boring. In this chapter I will cover basics of Raymarching. I will provide you a very brief explanation of the technique and focusContinue reading “Raymarching from Scratch (Part 1)”
Raymarching from Scratch (Part 0)
Motivation So what is Raymatching? Raymarching is a rendering technique. It takes a 3d scene (bunch of objects like spheres, triangles, cubes, lights etc.) and produces a 2d image. Here is a list of common rendering techniques: Rasterizer – for real-time rendering (games, 3d modeling, user interfaces…). Fast but not realistic. Complex effects are hackyContinue reading “Raymarching from Scratch (Part 0)”