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  1. There’s a pervasive understanding of the RISC vs CISC divide in tech spaces (these are kinds of processor/computer chip) that seems to take its framing from the PowerPC vs ARM vs x86 era of the late 90s and mid 200Xs.

  2. Context: I have Physically-Based Rendering shaders for OpenMW.

  3. Prior skim: https://swtch.com/~rsc/regexp/regexp2.html Context: a bit-parallel NFA simulation is one that is similar to the “lock step” version of the above VM approach, but instead of a threadlist with information about captures or start positions, throws

  4. TL;DR: I made a Rust library (https://crates.io/crates/pred-recdec) where you can write BNF (Backus–Naur form) grammars that are as strong as manually-written recursive descent parsers.

  5. Okay so my last post (https://wareya.wordpress.com/2026/01/03/short-bit-lexing-and-non-lexing-scanners-parsing/) was hard even for my smart friends to understand, so I’m going to take another crack at this.

  6. I’ve been poking around the internet looking at people writing about computer language grammar parsing stuff for the past few months, and there’s a point of persistent confusion that I’ve been running into, and it’s made it harder to sort through the data…

  7. EBNF and BNF are ways of writing grammars.

  8. Short bit: On Quaternions

    It is common for game engines to use quaternions, and it’s important for programmers to understand them, but this should not be taken as confirmation that quaternions are the default or main tool for handling rotations in game logic. 1) Camera angles are…

  9. People who play video games frequently care about how well their games run, because it affects smoothness and input latency and a whole bunch of other random stuff like recording software etc.

  10. The post describes how to write an Earley recognizer and parser.