Hexagonal train game
I'm dreaming of a train game inspired by OpenTTD, a game I have spent the typical "too many hours" playing. I obviously enjoy it a lot, but there are nevertheless some annoyances that would be nice to fix. So I have spent a lot of time designing a new game in my mind that fixes everything and is so much better. Maybe. The only way to know is to play the game, and that requires having the game to play. One of the things I have been wondering about is if it might be nicer to play on an … Continue reading
Writing dependency-free JavaScript
Lately, I have been working on a web application, pixu.rs1, that, while small, includes an interactive form with image uploading and multiple phases. This is exactly the kind of thing I tend to turn into a mess when I'm not using React, Redux and everything that comes with that ecosystem, but small enough that I hesitate to bring in the big guns. For, I have experimented with applying learnings from the React ecosystem to my code without actually using any dependencies, and in the proces… Continue reading
Site maintenance
Over the last weeks I have implemented various improvements to this site. I have been saving them for a single write-up, because I want to keep the volume of meta-posts low, lest this become another blog about blogging and how I would want to write more next year. First up is tags. Some blog posts get one or more tags, and I can now give you an overview of all my posts about doom, for example. I did this first to pave the way for another thing I wanted to do. I have now reposted my x86-64 assemb… Continue reading
Kick the Bitbucket
On June 1, Atlassian will indiscriminately delete all Mercurial repositories from Bitbucket, becoming another Git-only site. In the beginning, Bitbucket exclusively supported Mercurial, so this change is unexpected to say the least. In addition to supporting Mercurial, the main distinguishing feature that kept me using Bitbucket was its generous offer of unlimited private repositories for free. After Microsoft acquired GitHub in late 2018, it didn't take long for GitHub to start offering this as… Continue reading
BSP rendering in Doom
I gave a talk on the Doom rendering engine at RevolverConf 2019.2. It is a big topic, so I had to narrow down the scope. I chose to talk about the binary space partitioning (BSP) rendering algorithm. This was the core innovation in Doom which enabled it to run smoothly on ancient hardware and it is still an important algorithm in rendering engines. I want to do a write-up on it one day, but for now I defer to the talk (in Norwegian): .embed-container { position: relative; padding-bottom: 56.25%;… Continue reading