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2025
- UE Hot Update: Update Capability and Hot Update Security
- UE Plugin and Tool Development: Scalability Support
- UE PAK Encryption Analysis and Reinforcement Strategy
- UE Plugin and Tool Development: Configurability
- Optimizing the Size of UE Android APK
2024
- UE Hot Update: Anomaly Analysis of Resources
- Deploying a Self-hosted MEMOS Note System
- Using HotPatcher to Accelerate Real Device Resource Verification
- Open Source Discussions: Development Progress of HotPatcher
- Tracing Research: A Memory Repair of iPhone Hardware
- Tracing Travel: Macau Travel Guide
2023
- Using Reflection to Establish Asset Attribute Caching in UE
- Design and Implementation of Self-correcting Resources in UE
- UE Plugin and Tool Development: Design Concepts and Implementation of j2
- Building a Knowledge Management System Based on Obsidian
- Tracing Travel: Hong Kong Travel Guide
- UE Build Improvement: Optimizing Remote Build Implementation for IOS
- Tracing Research: Using AI to Assist in Life and Development Exploration
- DevOps: CI/CD Practice of Unreal Engine
- Tracing Research: Finding Certainty in a Complex World
- Resource Management: UASSET Resource Encryption Scheme
- UE Plugin and Tool Development: Commandlet
- Resource Management: Restructuring UE’s Package Splitting Scheme
- Memory Extension: Utilizing New Memory Features in IOS in UE
- UE Plugin and Tool Development: Basic Concepts
- Modular Transformation and Development Planning of HotPatcher
2022
- 2022 Unreal Open Day
- A Flexible and Non-intrusive Basic Package Splitting Scheme
- Tracing Research: How to Write a Technical Article
- Analysis and Efficiency Optimization of ASTC Texture Compression in UE
- Multi-stage Automated Resource Inspection Solutions in UE
- An Efficient ZSTD Shader Dictionary Training Scheme
- Runtime Recombination Scheme of Pak in Unreal Engine
- Shader Compression Scheme Based on ZSTD Dictionary
- Efficient Debugging: Launching UE Android App with Command Line Parameters
2021
- UE Resource Management: Engine Packaging Resource Analysis
- Tracing Research: My 2021 Annual Summary
- Tracing Research: Analyzing Traffic Data
- UE5: Game Feature Preliminary Research
- Open Source Unreal Engine Launcher UE Launcher
- Automated Resource Inspection Practice Based on ResScannerUE
- Customization of Property Panels in Unreal Engine
- UE Hot Update: Reloading and Application of Config
- UE Resource Compliance Inspection Tool ResScannerUE
- UE Hot Update: Shader Update Strategy
- UE Hot Update: Binary Patch Scheme for Resources
- Exploration of UE As Lib Mechanism
- Profiling IOS With Unreal Insight
- UE Multi-user Collaborative Editing Service Deployment Guide
- Zlib/Oodle/ZSTD Compression Algorithm Performance Comparison
- UE5: Exploration of the Next Generation Unreal Engine
- UE Project Optimization: PSO Cache
- UE Development Notes: Android Edition
- UE Performance Analysis: Memory Optimization
- UE Hot Update: Questions & Answers
- UE Hot Update: Create Shader Patch
- Analysis of Reflection Implementation in UE: Reflection Code Generation (1)
- UE Hot Update: Asset Management and Audit Tools
- UE Hot Update: Splitting Basic Packages
- UE Hot Update: Automated Process Based on HotPatcher
2020
- Some Thoughts and Ideas on Open Source
- Analysis of Reflection Implementation in UE: C++ Features
- Analysis of Reflection Implementation in UE: Basic Concepts
- 2020 Unreal Open Day
- UE: Best Practices for UPL and JNI Calls
- UE: Hooking UObject
- BuildGraph: Building Binary Engine Supporting Multi-platform Packaging
- Twenty-twenty: Next Five-Year Plan
- UE Toolset: Introduction to My Open Source Projects
- How to Build Your Own Knowledge System?
- Integrating WWise in UE: Concepts and Code Analysis
- Importing Texture Atlases in UE: TexturePacker
- UE Development Notes: Mac/iOS Edition
- UE Hot Update: Requirement Analysis and Solution Design
- ModularFeature: Integrating ZSTD Compression Algorithm into UE4
- UE Hot Update: Lua Programming Guide Based on UnLua
- Difference and Connection Between UE C++ and Standard C++
- Source Code Analysis of UE: Modifying Default Data Storage Path for Games
- UE Resource Hot Update Packaging Tool HotPatcher
- Design Specifications and Coding Standards for UE Projects
2019
- Becoming a Content Creator for the Unreal Marketplace
- Export Recast Navigation Data from UE4
- Oculus Quest Development with UE4
- UE Build System: Target and Module
- Configuration and Development Tips for UE Toolchain
- Analyzing Content Distribution Restrictions in UBT’s EULA
- PixelStreaming: Basic Concepts and Initial Exploration
- UE Modules: Find the DLL and Load It
- Integrating SteamSDK with UE and Related Resources
- Code Analysis of UE: Loading of GConfig
- Notes and Compilation of UE Development Issues
- HTC Vive Tracker Developer Guide
- Create A Standalone Application in UE4
- LaTeX Mathematical Symbols Quick Reference
- UE Modules: Load and Startup
- Build Flow of the Unreal Engine 4 Project
- C++ Polymorphism and Virtual Function Tables
- UE Package Error: ObservedKeyNames.Num()>0
- Macro Defined by UBT in UE4
2018
- Extracting Tor and Setting Up Tor Bridge
- Using Dynamic Link Libraries: Loading and Linking
- Scraping UE4 API and Generating Indexed Dash Documentation
- Using frp for Internal Network Penetration
- Notes on UE and VR Development Technologies
- Pass Actor To Next Level Through Seamless Travel
- Build Protobuf with MSVC on Windows
2017
- Reverse Proxy Github Pages to Enable HTTPS
- Why Can’t &&, || and , (comma) Be Overloaded?
- Compilation of C++ Template Metaprogramming Materials
- operator new: Conversion from void* to T*
- How Lambdas Are Implemented in Compilers
- Visibility and Accessibility of Access Control Mechanisms
- Breaking Through the Access Control Mechanism of C++ Classes
- Summary of Technical Book Reviews
- Implicit Declaration and Standard Behavior of Special Member Functions
- Specialization and Overloading of Function Templates
- Pointers to Class Members in C++ are Not Pointers
- Why Do We Need extern “C”?
- Analysis of Compilation and Linking Models in C/C++
- Array of Length Zero
- Analysis of Page Faults in Virtual Memory
- The Invalid Iterators Caused by STL Container Erase
- Analyzing C++ Code Semantics Through IR Code
- A Brief Discussion on fork/vfork
- Programming Techniques and Concepts in C/C++
- Verification of main Prototype and Program Termination Behavior
- Incompatibility Between C and C++
- Difference Between Declaration and Definition in C++
- Order of Object Construction and Destruction
- Overloading and Overriding
- Samba Configuration on Linux
- Knowledge Compilation of Tools and Environments
- Remote Compilation Plugin for SublimeText
- The Logic Implicit in Array Subscript Access
2016
- Wrapping Member Function Pointers with Overloading
- The C++ Object and Memory Model
- Some Thoughts on Reading Books
- Reading TC++PL, C++ Primer, and ISO C++
- What is POD in C++?
- Radical ADL (Argument-dependent lookup)
- Errata for TC++PL4E Chinese and English Versions
- Some Excerpts from the C/C++ Standards
- Interesting Questions and Analyses from CppQuiz
- Using Travis CI for Automatic Deployment of Github/Coding Pages Blog
- Notes on Boost Source Code Analysis
- Configuring SublimeText as a Boost Development Environment
- Deploying Shadowsocks Service Using Docker
- Using Git for Version Control in UE
- Quick Start Guide for Git
- Adding Case String Matching to C++’s switch
- Summarizing Several Coding Habits
- Reading “The Design and Evolution of C++” and Answering Some Questions
- Using Unreal Engine 4 to Capture 360° Panoramic Videos
- Comparing CSAPP with “Modern Operating Systems”
- Dynamic Memory and Smart Pointers
- Source Insight Plugins and Configuration
- Writing Linux Programs with VisualGDB on VS
- Deploying Shadowsocks Service on VPS
- Some Books and Tools for Learning C/C++
- Future Plans
- Talking About College Entrance Examination
- Pthread Multithreading Programming
- Deleting Memory Leaks Caused by void* Pointers
- Struct Member Memory Alignment Issues
- C Language Does Not Have a Native bool Type
- Turning a Raspberry Pi into a Portable Linux Compilation Environment
- Some Misconceptions About Compiler-Generated Default Constructors
- Inter-process Communication
- C++11’s Syntax Sugar
- Memory Leaks Caused by STL Releasing Pointer Elements
- Using Gprof to Analyze Code Performance Bottlenecks
- Detailed Analysis of Type Conversions in C++
- Organizing Object-Oriented Knowledge in C++
- Choosing Between Member and Non-member Implementations for Operator Overloading
- Reading “Life”, Discussing the Choices We Face
- Use of the Placeholder Modifiers * in C/C++
- Ambiguities Caused by Incorrect Macro Definitions in C++
2015
- SublimeText as a Lightweight IDE for C/C++
- Using Wolfram|Alpha to Calculate Integrals
- Using Koding to Manage Static Blogs Online
- Reading “The Beauty of Mathematics”
- Analyzing the Mathematical Principles in Cryptography
- Using Shadowsocks Service on Linux
- Extracting RSS Feeds from Youku Subscription Videos
- Customizing Dvorak Keyboard Layout on Windows
- Recommended Chrome Extensions
- Constructors of Containers in STL
- Floating Point Rounding Errors When Initializing Containers with Two Iterators
- Entrepreneurship is Challenging: How to Accomplish Things Harder than Difficulty
- Sequential and Associative Containers
- C++ Basic Syntax Organization
- C/C++ Quick Reference Table
- Writing Some Personal Insights: My Software Major