- Notes Micro Words Resources Question Set Site Log About
- Reading Documents To-Do List Site Map
- Article Categories Article Tags
- Friend Links Open Source Projects Unreal Engine Knowledge Base
2025
2024
- UE Hot Update: An Analysis of Resource Exceptions
- Deploying a Self-hosted MEMOS Note System
- Accelerating Real Device Resource Verification Using HotPatcher
- Open Source Talk: Development Progress of HotPatcher
- Trace Research: A Record of iPhone Hardware Repair
- Trace Travel: Macao Travel Guide
2023
- Using Reflection to Establish Property Cache for Assets in UE
- Design and Implementation of Resource Self-correction in UE
- UE Plugin and Tool Development: Design Ideas and Implementation of j2
- Building a Knowledge Management System Based on Obsidian
- Trace Travel: Hong Kong Travel Guide
- Building Optimization in UE: Implementation of Remote Build for IOS Optimization
- Trace Research: Utilizing AI to Assist Daily Life and Development Exploration
- DevOps: CI/CD Practices of Unreal Engine
- Trace Research: Seeking 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 Expansion: Utilizing New Memory Features in IOS Within 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
- Trace Research: How to Write a Technical Article
- ASTC Texture Compression Analysis and Efficiency Optimization in UE
- Multi-stage Automated Resource Check Plan in UE
- An Efficient ZSTD Shader Dictionary Training Scheme
- Runtime Reconstruction Scheme of Pak in Unreal Engine
- Shader Compression Scheme Based on ZSTD Dictionary
- Efficient Debugging: Command Line Parameter Start for UE Android App
2021
- UE Resource Management: Resource Packaging Analysis of the Engine
- Trace Research: My 2021 Annual Summary
- Trace Research: Analyzing Traffic Data
- UE5: Game Feature Pre-research
- Open Source a Unreal Engine Launcher - UE Launcher
- Resource Inspection Automation Practice Based on ResScannerUE
- Customization of Property Panel 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
- Initial 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: An 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
- Analyze the Implementation of Reflection in UE: Reflection Code Generation (I)
- UE Hot Update: Asset Management and Audit Tools
- UE Hot Update: Splitting Basic Package
- UE Hot Update: Automated Process Based on HotPatcher
2020
- Some Thoughts and Ideas on Open Source
- Analyze the Implementation of Reflection in UE: C++ Features
- Analyze the Implementation of Reflection in UE: Basic Concepts
- 2020 Unreal Open Day
- UE: Best Practices for UPL and JNI Calls
- UE: Hook UObject
- BuildGraph: Building a Binary Engine that Supports Multi-platform Packaging
- Two Thousand and Twenty: The Next Five-Year Plan
- UE Toolset: Introduction to My Open Source Projects
- How to Build Your Own Knowledge System?
- Integrating WWise with UE: Concepts and Code Analysis
- Importing Texture Atlas in UE: TexturePacker
- UE Development Notes: Mac/iOS Edition
- UE Hot Update: Requirement Analysis and Scheme Design
- ModularFeature: Integrating ZSTD Compression Algorithm with UE4
- UE Hot Update: Lua Programming Guide Based on UnLua
- Differences and Connections Between UE C++ and Standard C++
- Source Code Analysis of UE: Modifying the Default Data Storage Path of the Game
- HotPatcher: Resource Hot Update Packaging Tool
- Design Specifications and Code Standards for UE Projects
2019
- Become a Content Creator for the Unreal Marketplace
- Export Recast Navigation Data from UE4
- Oculus Quest Development with UE4
- UE Build System: Target and Module
- UE Toolchain Configuration and Development Tips
- Analyze the Content Distribution Restrictions in UBT’s EULA
- Pixel Streaming: Basic Concepts and Getting Started
- UE Modules: Find the DLL and Load It
- Accessing SteamSDK and Related Information in UE
- UE Code Analysis: GConfig Loading
- Notes and Materials Compilation of UE Development Issues
- HTC Vive Tracker Developer Guide
- Create a Standalone Application in UE4
- LaTeX Mathematical Symbol Quick Reference
- UE Modules: Loading and Startup
- Build Flow of the Unreal Engine 4 Project
- C++ Polymorphism and Virtual Function Table
- UE Package Error: ObservedKeyNames.Num() > 0
- Macro Defined by UBT in UE4
2018
- Extracting Tor and Building a Tor Bridge
- Dynamic Link Library Usage: Loading and Linking
- Scraping UE4 API and Generating Indexed Dash Documentation
- Using FRP for Intranet Penetration
- UE and VR Development Technical Notes
- Pass Actor to Next Level Through Seamless Travel
- Build Protobuf with MSVC on Windows
2017
- Reverse Proxying Github Pages to Enable HTTPS
- Why Can’t && and || and , (comma) Be Overloaded?
- C++ Template Metaprogramming Materials Compilation
- Operator New: Conversion from void* to T*
- Implementation of Lambda in the Compiler
- Visibility and Accessibility of Access Control Mechanisms
- Breaking Through C++ Class Access Control Mechanisms
- Summary of Technical Book Reviews
- Implicit Declarations and Standard Behavior of Special Member Functions
- Specialization and Overloading of Function Templates
- Pointers to Class Members in C++ Are Not Pointers
- Why is extern “C” Needed?
- Analysis of C/C++ Compilation and Linking Models
- Array of Length Zero
- Page Fault Analysis of Virtual Memory
- The Iterator Invalidity Caused by STL Container Erase
- Analyze C++ Code Semantics Through IR Code
- Discussion on Fork/vfork
- Programming Techniques and Concepts in C/C++
- Main Prototype Verification and Program Termination Behavior
- Incompatibility Between C and C++
- Difference Between Declaration and Definition in C++
- Object Construction and Destruction Order
- Overloading and Overriding
- Samba Configuration on Linux
- Knowledge Collection of Tools and Environments
- Remote Compilation Plugin for SublimeText
- The Logic Implicit in Array Subscript Access
2016
- Wrap a Layer of Overloaded Member Function Pointers
- The C++ Object and Memory Model
- Some Thoughts on Reading
- 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 C/C++ Standards
- CppQuiz Interesting Questions and Analysis
- Using Travis CI for Automatic Deployment of Github/Coding Pages Blog
- Boost Source Code Analysis Notes
- Configure SublimeText for Boost Development Environment
- Use Docker to Deploy Shadowsocks Service
- Using Git for Version Control in UE
- Quick Guide to Getting Started with Git
- Adding String Matching Cases for switch in C++
- Summarizing a Few Habits of Coding
- Reading “The Design and Evolution of C++” and Answering Some Questions
- Using Unreal Engine 4 to Capture 360° Panoramic Video
- Comparing CSAPP with “Modern Operating Systems”
- Dynamic Memory and Smart Pointers
- Source Insight Plugins and Configuration
- Writing Linux Programs on VS Using VisualGDB
- Deploying Shadowsocks Service on VPS
- Learning Resources and Tools for C/C++
- Future Plans
- Discussing the College Entrance Examination
- Pthread Multithreading Programming
- Memory Leak Caused by Deleting void* Pointers
- Memory Alignment Issues of Struct Members
- C Language Lacks Native bool Type
- Turning Raspberry Pi into a Portable Linux Compilation Environment
- Some Misunderstandings About Compiler-Generated Default Constructor
- Interprocess Communication
- C++11 Syntax Sugar
- Memory Leak Caused by STL Releasing Pointer Elements
- Using Gprof to Analyze Code Performance Bottlenecks
- Detailed Analysis of Type Conversion in C++
- Knowledge Organization of Object-oriented Concepts in C++
- Choose Between Member and Non-member Implementation for Operator Overloading
- Reading “Life,” Discussing Choices Faced
- Usage of Placeholder Modifiers * in C/C++
- Ambiguity Caused by Wrong Use of 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 Mathematical Principles in Cryptography
- Using Shadowsocks Service on Linux
- Extracting RSS Feeds from Youku Subscription Videos
- Customizing Dvorak Keyboard Layout on Windows
- Recommended Chrome Plugins
- Construction of Container Constructor in STL
- Initialization of Containers with Two Iterators Causes Floating Point Rounding
- The Hardships of Entrepreneurship: How to Accomplish More Difficult Tasks
- Sequential Containers vs. Associative Containers
- C++ Basic Syntax Organization
- C/C++ Quick Reference
- Writing My Own Insights, My Software Major