bitfield: a half-assed postmortem

Well, I never wrote about bitfield on this blog, actually, so I suppose this is both a postmortem and an announcement. From October 2018 to January 2019 I worked on a hobby project game, which I named “bitfield.” The goal, for me, was to actually see a personal project through

Quick Notes on Improving C++ Build Times

If you’ve worked on nontrivial C++ projects, you probably have experience waiting for extremely slow compiles. Slow compiles are an even bigger problem than they might seem to be at first; they can significantly reduce the number of edit->compile->debug cycles you can get through in a day, thus reducing the

Undefined Behavior Optimization IRL

A coworker asked me to look at a mysterious segfault crash today, in some simple c++ code that didn’t look like it could possibly crash. Further adding to the mystery, it was 100% reproducible on Android and OSX/iOS, but not PC. Here it is (with a whole bunch of irrelevant

Quick tip – forward slash autocomplete

A coworker of mine was complaining the other day that Visual Studio’s autocomplete defaults to using backslashes in #include paths–this is pretty annoying if you’re doing cross-platform development since most platforms only allows forward slashes. Thankfully, you can fix this!–but the setting is a bit buried. In Visual Studio 2017,

Quick tip – forcing your app to use the higher-performance GPU

I recently switched from a home-built desktop PC to a laptop with an external GPU enclosure, and was surprised to discover that bytopia immediately crashed on startup on this system. It turns out the NVIDIA driver isn’t always too smart about choosing which GPU to assign to a particular app, and

Quick Tip – disabling optimization without getting yourself in trouble

If you’ve worked on a nontrivial game in C++, you’ve probably run into a situation where you’d like to step through some code in the debugger, but the debug build of your game is painfully slow and debugging in release mode is difficult and time-consuming. Here’s something you probably know (but

bytopia (working title)

For the last few months I’ve been working on a voxel-based construction/exploration game in my spare time. Figured it’s a good time to share some of my progress. A quick video demo here. It’s all fairly minimalist so far, but the major features: First pass on procedural world generation. Large worlds (currently


Over the last couple years I’ve been impulsively filming a lot of little things I find interesting, but then never doing anything with the footage. So I’ve started a Youtube channel that will be just those pretty little instants: videos mostly less than a minute long, sometimes silent, sometimes with


I’ve felt three of them in my lifetime. First, the 2011 Virginia earthquake: I had just returned from a summer in Korea and was staying with my family in the Maryland suburbs. My grandmother and I were the only ones home when the ground started shaking; it felt just like a

Faded Rainbow Desktop

Just thought I’d share this desktop background I made. It started life as a long-exposure photo of the light sculpture in front of the Shaw Library here in DC. Some color manipulation, various blurs, grain, and dust/scratches led to this slightly worn, faded-looking rainbow (click for full size, 3440×1440).

© 2019 orin tresnjak . Powered by WordPress. Theme by Viva Themes.