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I have written a profiler for Windows.
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In Unity’s job system, you write jobs as structs like this: struct MyJob : IJob { public void Execute() { // your code here } } One of the restrictions of Unity’s job system is that these job structs must be entirely unmanaged, meaning that you many not p…
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I was recently overcome by the idea of porting some C code of mine to Zig.
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My current sidequest is to improve the codegen for Unity games (and the editor) running on Mono.
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My current sidequest is to improve the codegen for Unity games (and the editor) running on Mono.
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tl;dr: I am tinkering with improved codegen for Mono to get better performance in the Unity Editor and in Unity games that ship with Mono as their runtime.
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I am currently on a side quest to write some Zig code, or more specifically: take some C++ code that is written in a I-can’t-believe-it’s-not-C style and turn it into Zig.
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My friend Stefan Reinalter is asking: I find this extremely worrying, with many of people I respect saying things like “I no longer write code” or “let LLMs do it”.
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I have spent a lot of time recently on creating a GUI library.
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Let’s talk about reader-writer locks.
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This post is a continuation of my last post about programming with AI agents.
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There are less than 2 weeks left in 2025 and this means it is time to look back at the last year.
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Edit: There’s a website for cpp2better now!
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A friend recently joked that all my blog posts are to some level just trauma processing.
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Edit: There’s a website for cpp2better now!
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For a while now, I have been helping along a journey to recover an Instagram account, unsuccessfully.
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On Windows, you can’t delete a file while someone else is watching you using it.
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I have been unfortunate enough to embark on a journey of C++ cross-compilation, by choice nonetheless.
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Over the past years, I have written async code on Windows with both C++ and C#.
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At the risk of alienating almost everyone reading this blog, I wanted to report some first hand experience of interacting with AI for programming.