8 December 2025

24 links · Monday

Better Tile Breakup - Terrain Shaders - Episode 7

In this tutorial, I show a better method for breaking up tiling artifacts so terrain looks more organic and less repetitive. I show how to create the technique in both Unreal and Unity. Here's the original technique demonstrated by Inigo Quilez on ShaderToy: …

Why Fighter Jets Ban 90% of C++ Features

A single unhandled exception destroyed a $500 million rocket in seconds. The F-35 wasn't going to make the same mistake. By carefully slicing C++, engineers created one of the strictest coding standards ever written. This...is Programming Like a Fighter Pil…

How I block all online ads

A couple of years ago, I decided I'd had enough of ads. Not just the occasional banner or a quick pre-roll video — I mean all of them. They have to go.

A series of tricks and techniques I learned doing tiny GLSL demos

In the past two months or so, I spent some time making tiny GLSL demos. I wrote an article about the first one, Red Alp. There, I went into details about the whole process, so I recommend to check it out first if you're not familiar with the field.

Moving Off of Netlify

Ever since I started this blog 3 years ago back in 2022 I’ve hosted it on Netlify. Here is my first post whining about how difficult it was for me to set that up.. Looking back after having a better understanding of both Hugo and Netlify, my complaints are pre…

OSCAR Live Coding Environment

OSCAR (clumsily backronym’ed to OScilloscope Code And Renderer) is a live coding environment designed for vector visual performances. It lets the artist create visuals using sound waves, whic…

Steering the Vibe: Commits

Use deterministic scripts to enforce commit message rules that prompts alone can't guarantee, reducing cognitive load when working across multiple projects.

Working Thoughts

These are a collection of my most salient contributions to the thought space of humanity. They update as I learn more about life, of course.

The impossible hot spot

The “hot spot” determines where your mouse cursor is pointing, i. e. the exact pixel that is considered the active pixel. This isn’t necessarily the top left edge: