The Blog

Technical deep dives, low-level explorations, and notes from the trenches of graphics programming, systems, and hardware.


Categories

8 posts

Graphics & Rendering

Vulkan, Metal, OGL, rendering pipelines, shaders, GPU compute

{} 12 posts

C++

Move semantics, templates, memory, optimization

5 posts

Electronics

Computer hardware, Caches, , FPGA, Logic gates, MicroBlaze, bare-metal

6 posts

Game Engine

Architecture, ECS, file formats, scene graphs

4 posts

Audio

DSP, synthesis, codecs, real-time processing

3 posts

Operating Systems

Kernels, schedulers, memory, boot sequences


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Vulkan Pipeline Deep Dive FPGA Audio DSP — Delay Line on Kintex-7 Move Semantics — What Actually Happens Designing a Custom Binary Entity Format Context Switching Deep Dive FM Synthesis From First Principles