Posts with the tag english:

The 77 TB footgun: shells, inodes, and the Kyoto supercomputer deletion

In December 2021, a modified backup script deleted 77 TB of research data from Kyoto University’s supercomputer. This article rebuilds the failure chain with live demos: how bash reads a running script from an open file descriptor, what an inode is, why cp and mv treat it differently, and how one pair of missing quotes turns a log cleanup into a mass deletion.

Investigating How Windows Works: How Do Applications Draw on Your Screen?

The goal of this article is to explain to the general public how their computer applications work.

An introduction to JIT compilation for video game console CPU emulation

This article introduces the concept of Just-In-Time (JIT) compilation and its application to the domain of game console emulation. Advantages and weaknesses of JIT compared to the traditional interpreter are covered as well.

A History of Anti-Cheat Techniques in Video Games, from Server-Side Code to Kernel Level

A discovery of the evolution of anti-cheating technolgies over the years

Understanding Regular Expression Engines: differences between non-deterministic (NFA) and deterministic finite automata (DFA)

This article offers a deep dive into regular expressions, exploring how they work under the hood and how understanding their inner mechanics can help you write safe, more efficient patterns.

How your GPU turns a list of points into a 3D model

An introduction to the 3D graphics pipeline used by GPUs in personal computers. It should walk the reader through the main stages involved in transforming raw geometric data into pixels displayed on screen.

Building a physics simulation engine in rust

A tutorial on how to make a physics engine from 0 using basic physics theory and Verlet integration

Evolution of GPU Architectures and Hardware Graphics Pipeline through Nintendo Consoles - Part 1

This article goes over the evolution of the hardware graphics pipeline on GPUs across the different game console generations.

Evolution of GPU Architectures and Hardware Graphics Pipeline through Nintendo Consoles - Part 2

This article goes over the evolution of the hardware graphics pipeline on GPUs across the different game console generations.

Nix as a Project Manager

A short tutorial on how to use nix features to easily manage, reproduce and expand your projects.