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<rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/" version="2.0"><channel><title>Dom Williams</title><link>https://domwillia.ms/</link><description>Personal blog about Rust, gamedev, and other programmery joys.</description><docs>http://www.rssboard.org/rss-specification</docs><generator>python-feedgen</generator><language>en</language><lastBuildDate>Fri, 07 Jul 2023 16:53:31 +0000</lastBuildDate><item><title>The Bane of TODOs</title><link>https://domwillia.ms/todos</link><description>TODOs are great. In my head they're short and concise notes that will remind future me about issues and outstanding work that he'll get to one day. They'll be ticked off one by one in small commits that paint a beautifully satisfying `git log`. Surely?</description><guid isPermaLink="true">https://domwillia.ms/todos</guid><pubDate>Mon, 01 Jun 2020 12:00:00 +0000</pubDate></item><item><title>Devlog #0: vision and goals</title><link>https://domwillia.ms/devlog0</link><description>This post aims to introduce my ambitious, long-term gamedev project, along with my vision and long term goals for it. In essence, it could be described as a deep simulation, not unlike and very much inspired by Dwarf Fortress and Rimworld.</description><guid isPermaLink="true">https://domwillia.ms/devlog0</guid><pubDate>Thu, 04 Jun 2020 12:00:00 +0000</pubDate></item><item><title>Devlog #1: fixed timestep</title><link>https://domwillia.ms/devlog1</link><description>I cover the core game loop, why a fixed timestep is required and how it's implemented, topped off with a glorious comparison gif.</description><guid isPermaLink="true">https://domwillia.ms/devlog1</guid><pubDate>Tue, 09 Jun 2020 12:00:00 +0000</pubDate></item><item><title>Devlog #2: game engine architecture</title><link>https://domwillia.ms/devlog2</link><description>A deep dive into my game engine architecture, looking at how the simulation is entirely separate from its visual representation.</description><guid isPermaLink="true">https://domwillia.ms/devlog2</guid><pubDate>Fri, 10 Jul 2020 12:00:00 +0000</pubDate></item><item><title>Devlog #3: entity movement</title><link>https://domwillia.ms/devlog3</link><description>A barely coherent rant about a year of progress (or lack thereof) in the realm of entity movement and path finding.</description><guid isPermaLink="true">https://domwillia.ms/devlog3</guid><pubDate>Fri, 28 Aug 2020 12:00:00 +0000</pubDate></item><item><title>Devlog #4: entity activities</title><link>https://domwillia.ms/devlog4</link><description>A technical dive into how living entities do the things the brain tells them to do without crippling game performance.</description><guid isPermaLink="true">https://domwillia.ms/devlog4</guid><pubDate>Sat, 21 Nov 2020 12:00:00 +0000</pubDate></item><item><title>Application-wide panic handling</title><link>https://domwillia.ms/panik</link><description>Panics in Rust are normally isolated to the thread that caused them, and are sometimes recoverable. This post introduces panik-rs, a crate to make panics on all threads fatal (to the application!) and prevent them from being silently swallowed.</description><guid isPermaLink="true">https://domwillia.ms/panik</guid><pubDate>Tue, 09 Feb 2021 12:00:00 +0000</pubDate></item><item><title>Devlog #5: voxel world goals</title><link>https://domwillia.ms/devlog5</link><description>An introduction to and high-level specification of the 3D voxel game world.</description><guid isPermaLink="true">https://domwillia.ms/devlog5</guid><pubDate>Fri, 21 May 2021 12:00:00 +0000</pubDate></item><item><title>Devlog #6: async activities</title><link>https://domwillia.ms/devlog6</link><description>An overview of many months of churning the entity activity system to use Rust's async/await support, for a much nicer design.</description><guid isPermaLink="true">https://domwillia.ms/devlog6</guid><pubDate>Tue, 28 Dec 2021 12:00:00 +0000</pubDate></item><item><title>Devlog #7: custom async runtime</title><link>https://domwillia.ms/devlog7</link><description>A deep dive into implementing an async runtime for my game engine.</description><guid isPermaLink="true">https://domwillia.ms/devlog7</guid><pubDate>Tue, 15 Feb 2022 12:00:00 +0000</pubDate></item><item><title>A FUSE filesystem for Minecraft</title><link>https://domwillia.ms/minecraft-fs</link><description>An overview and technical breakdown of a silly side project idea that possibly became a useful modding API for Minecraft.</description><guid isPermaLink="true">https://domwillia.ms/minecraft-fs</guid><pubDate>Sat, 05 Mar 2022 12:00:00 +0000</pubDate></item><item><title>The Great Closed Source-ning</title><link>https://domwillia.ms/closed-sourcening</link><description>I'm making the core of my open-source project private for the time being, to remove the inertia and pressure of open source and prioritise making progress with my limited time.</description><guid isPermaLink="true">https://domwillia.ms/closed-sourcening</guid><pubDate>Sun, 18 Dec 2022 12:00:00 +0000</pubDate></item><item><title>Devlog #8: 2D to 3D</title><link>https://domwillia.ms/devlog8</link><description>Adding an extra dimension with the power of quaternions, orthographic projections and a whole lot of churn.</description><guid isPermaLink="true">https://domwillia.ms/devlog8</guid><pubDate>Sat, 07 Jan 2023 12:00:00 +0000</pubDate></item></channel></rss>