01 Sep 2017 - Programming
Move semantics are an important subject in two popular system programming languages: Rust and C++(11). Rust takes a fundamentally different approach to move semantics than C++, being move-by-default.
This blog post will assume (beginner-level) knowledge of C++ and Rust and can serve as an introduction to move semantics as a concept before moving on to more technical explanations and reasoning behind certain implementations.
It is especially interesting to people coming from Rust that want to know how to emulate the behaviour they have come to expect from that language.
25 Jun 2017 - Games
A couple of days ago, ArenaNet released the new Guild Wars 2 Mac 64-bit test client (whew, that’s a mouthful).
I decided to take a look at the differences between the old and new client.
06 May 2017 - Game design
Ever since I started playing Guild Wars 2 back in 2012, I’ve had this feeling that the world felt smaller and less mysterious than it did in the previous Guild Wars games. I’ve said this before: it feels more like a set of game levels than a real world. A large part of this were the camera settings at launch. Since a few years, it is now possible to alter these settings to show more of the environment. And rightly so, because the game does have some pretty impressive
10 Feb 2017 - Game design
A couple of days ago, ArenaNet released the fourth episode of the
third living world season of Guild Wars 2. With it comes a new map
called Lake Doric. Originally, Lake Doric was going to be included
in the game at release and was likely going to be a peaceful map,
as it is situated just north of the Human starting zone and capital city.
Almost 5 years later, players can finally visit Lake Doric.
In my opinion, it is the best Guild Wars 2 map released in years from
a world building perspective. Here’s why.
02 Feb 2017 - Rust
Today marks the release of Rust 1.15. I have been eagerly awaiting this specific release
for a while, because it comes with procedural macros and custom derives.
You should be excited too, because this release means a lot for production
Rust without having to use nightly releases.