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Blog Archive

  • 2025 (14)
  • 2024 (4)
  • 2023 (1)
  • 2022 (5)
  • 2021 (5)

2025 (14)

April 9, 2025

Fight the Lag! The Trick Behind GGPO's Low Latency Netcode (WIP)

April 6, 2025

Fast-Paced Multiplayer (Part IV) - Lag Compensation

April 5, 2025

Fast-Paced Multiplayer (Part III) - Entity Interpolation

April 5, 2025

Fast-Paced Multiplayer (Part II) - Client-Side Prediction and Server Reconciliation

April 5, 2025

Fast-Paced Multiplayer (Part I) - Client-Server Game Architecture

March 23, 2025

(C#) async-await 패턴에 사용할 custom awaitable 작성하기

February 24, 2025

GameNetworkingSockets 분석 (2) - 메시지 동적 할당

February 21, 2025

GameNetworkingSockets 분석 (1) - Connection queue & PollGroup queue

February 17, 2025

C# Interop 중 nullptr인 `ref`, `out` 처리

February 11, 2025

GameNetworkingSockets 빌드하기

January 30, 2025

C#의 `delegate`와 `event`, 그리고 Godot의 Signal

January 29, 2025

(Godot) 직접 만든 Scene이 에디터 warning 표시하게 하기

January 28, 2025

Tail call optimization vs. Non-trivial destructor

January 11, 2025

99%가 잘못 쓰는 placement new

2024 (4)

December 24, 2024

In-memory logging (feat. Lockfree Queue)

December 11, 2024

공간을 2배씩 늘리는 Semi-Lockfree Object Pool

November 9, 2024

C++ 오류 코드 `std::error_code` 써보기

July 25, 2024

C++20 concepts 써보기

2023 (1)

May 28, 2023

GBA를 USB 컨트롤러로 만드는 프로젝트 (gba-pico-gamepad)

2022 (5)

December 11, 2022

픽셀 단위 떨림 셰이더 만들어보기 (feat. Gato Roboto)

November 16, 2022

Fix your timestep! 정리

May 5, 2022

Observer 패턴 with C++

March 1, 2022

C++과 다른 Rust 참조자

February 8, 2022

std::cin과 getline()을 섞어쓸 때 주의점

2021 (5)

August 29, 2021

전역 상수를 헤더에 넣어보자!

August 11, 2021

vcpkg 로 C++ 오픈소스 라이브러리 간단 설치하기 (feat. Manifest mode)

August 8, 2021

Why SDL doesn't allow `int main(void)`

August 7, 2021

Meme 으로 알아보는 C++20 Constraints and Concepts

August 6, 2021

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