From time to time I profile Gaia Sky to find CPU hot-spots that are hopefully easy to iron out. To do so, I launch my profiler of choice and look at the CPU times for the top offender methods. Today I went through such a process and was surprised to find a
forEach() method of the Java streams API among the worst offenders. Was the
forEach() slowing things down or was it simply that what’s inside the loop took too long to process? I found conflicting and inconsistent reports in the interwebs, so I set on a quest to provide my own answers.
I have recently implemented a procedural generation system for planetary surfaces into Gaia Sky. In this post, I ponder about different methods and techniques for procedurally generating planets that look just right and explain the process behind it in somewhat detail. This is a rather technical post, so be warned. As a teaser, the following image shows a planet generated using the processes described in this article.
Do you often find yourself using “New feature”, “More” or similar short, useless and generic strings as your git commit messages? I know I did. Until I learned about semantic commit messages, that is. What are they and how can they exponentially improve your commit history and make it actually useful? I’m discussing it in this post.
Lately, I have been kicking the dust off my C++ skills, and decided to start by learning to use a library which I have been eyeing for a while,
ncurses is a C library which lets you create text-based UI programs for the terminal, in the same fashion as the gif above. Basically, you can use the terminal to implement text-based user interfaces. Since I seem to have an obsession with snake games, I figured I’d create a snake game for the terminal.
Hi there! I have been messing around with a snake game written in
If you are interested, you can check the results here.