- Notes Micro Thoughts Resources Question Set Site Log About
- Reading Documents To-Do List Site Map
- Article Categories Article Tags
- Friendly Links Open Source Projects Unreal Engine Knowledge Base
2024
- UE Hot Update: An Analysis of Resource Anomalies
- Deploying a Self-Hosted MEMOS Note System
- Using HotPatcher to Speed up Real Machine Resource Verification
- Open Source Talks: Development Progress of HotPatcher
- Tracing Research: Remembering an iPhone Hardware Repair
- Tracing Travel: Macau Travel Guide
2023
- Utilizing Reflection to Establish Attribute 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
- Tracing Travel: Hong Kong Travel Guide
- UE Build Enhancement: Implementation of Optimizing Remote Build for IOS
- Tracing Research: Using AI to Aid Life and Development Exploration
- DevOps: CI/CD Practices in Unreal Engine
- Tracing Research: Seeking Certainty in a Complex World
- Resource Management: UASSET Resource Encryption Scheme
- UE Plugin and Tool Development: Commandlet
- Resource Management: Reshaping UE’s Package Splitting Scheme
- Memory Expansion: Utilizing IOS’s New Memory Features 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 Solution
- Tracing Research: How to Write a Technical Article
- ASTC Texture Compression Analysis and Efficiency Optimization in UE
- Multi-Stage Automated Resource Inspection Scheme in UE
- An Efficient ZSTD Shader Dictionary Training Scheme
- Runtime Reconstruction Scheme for Pak in Unreal Engine
- Shader Compression Scheme Based on ZSTD Dictionary
- Efficient Debugging: Starting 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: Preliminary Research on Game Feature
- Open Sourcing an Unreal Engine Launcher UE Launcher
- Resource Inspection Automation Practice Based on ResScannerUE
- Customization of Property Panel in Unreal Engine
- UE Hot Update: Reloading and Applying Config
- UE Resource Compliance Inspection Tool ResScannerUE
- UE Hot Update: Shader Update Strategy
- UE Hot Update: Resource Binary Patch Scheme
- An Initial Exploration of the UE As Lib Mechanism
- Profiling IOS With Unreal Insight
- Guide to Deploying UE Multi-User Collaborative Editing Service
- Performance Comparison of Zlib/Oodle/ZSTD Compression Algorithms
- UE5: An Introduction to 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 (Part One)
- UE Hot Update: Asset Management and Audit Tools
- UE Hot Update: Splitting Basic Packages
- UE Hot Update: Automation 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: Hook UObject
- BuildGraph: Building a Binary Engine that Supports Multi-Platform Packaging
- 2020: The Next Five-Year Plan
- UE Toolset: Introduction to My Open Source Project
- How to Build Your Own Knowledge System?
- Integrating WWise into UE: Concepts and Code Analysis
- Importing Atlas in UE: TexturePacker
- UE Development Notes: Mac/iOS Edition
- UE Hot Update: Demand Analysis and Scheme Design
- Modular Feature: Integrating ZSTD Compression Algorithm into UE4
- UE Hot Update: Lua Programming Guide Based on UnLua
- Differences and Connections Between UE C++ and Standard C++
- Analysis of UE Source Code: Modifying the Default Data Storage Path of Games
- UE Resource Hot Update Packaging Tool HotPatcher
- Design Specifications and Code 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 of UE Toolchain and Development Tips
- Analyzing EULA Content Distribution Restrictions in UBT
- PixelStreaming: Basic Concepts and Initial Exploration
- UE Modules: Find the DLL and Load it
- UE Accessing SteamSDK and Related Materials
- UE Code Analysis: Loading of GConfig
- Notes and Materials Collected on UE Development Issues
- HTC Vive Tracker Developer Guide
- Create A Standalone Application in UE4
- LaTeX Math Symbols Quick Reference
- UE Modules: Load 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 Tor Bridge
- Using Dynamic Link Libraries: Loading and Linking
- Crawling UE4 API and Generating Indexed Dash Documentation
- Using frp for Internal Network Penetration
- UE and VR Development Technical Notes
- 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 We Overload &&, ||, and , (comma)?
- C++ Template Metaprogramming Resources Collection
- operator new: Conversion from void* to T*
- How Lambda is Implemented 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 are Not Pointers in C++
- Why Do We Need extern “C”?
- Analysis of C/C++ Compilation and Linking Models
- Array of Length Zero
- Analysis of Page Fault Exceptions in Virtual Memory
- Invalidation of 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
- Incompatibilities Between C and C++
- Differences Between Declaration and Definition in C++
- Construction and Destruction Order of Objects
- Overloading and Overriding
- Samba Configuration on Linux
- Knowledge Collection of Tools and Environments
- Remote Compilation Plugin for SublimeText
- The Logic Implied by Array Subscript Access
2016
- Wrapping Member Function Pointers with Overloading
- The C++ Object and Memory Model
- Thoughts on Reading Books
- Reading TC++PL, C++ Primer, and ISO C++
- What is POD in C++?
- Radical ADL (Argument-Dependent Lookup)
- Errata from TC++PL4E Chinese and English Versions
- Some Excerpts from C/C++ Standards
- Some Interesting Questions and Analyses from CppQuiz
- Using Travis CI to Automatically Deploy GitHub/Coding Pages Blog
- Boost Source Code Analysis Notes
- Configuring SublimeText as a Boost Development Environment
- Using Docker to Deploy Shadowsocks Service
- Using Git for Version Control in UE
- Quick Start Guide to Git
- Adding String Matching Cases to the Switch Statement in C++
- Summarizing Some Coding Habits
- Reading “The Design and Evolution of C++” and Addressing 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
- Using VisualGDB to Write Linux Programs in VS
- Deploying Shadowsocks Service on VPS
- Books and Tools for Learning C/C++
- Future Plans
- Talking About the College Entrance Examination
- Pthread Multithreading Programming
- Memory Leak Caused by Deletion of void* Pointer
- Issues with Memory Alignment of Struct Members
- C Language Does Not Have a Native Bool Type
- Transforming Raspberry Pi into a Portable Linux Compilation Environment
- Some Misconceptions about Compiler-Generated Default Constructors
- Inter-Process Communication
- Syntactic Sugar in C++11
- Memory Leak 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” and Discussing the Choices Faced
- Usage of Placeholder Modifiers * in C/C++
- Ambiguities Caused by Misusing Macro Definitions in C++
2015
- SublimeText as a Lightweight IDE for C/C++
- Using Wolfram|Alpha for Calculus
- Managing Static Blogs Online with Koding
- Reading “The Beauty of Mathematics”
- Analyzing Mathematical Principles in Cryptography
- Using Shadowsocks Service on Linux
- Extracting RSS Sources for Youku Subscription Videos
- Customizing Dvorak Keyboard Layout on Windows
- Recommended Chrome Extensions
- Constructors of STL Containers
- Initialization of Containers with Two Iterators Leading to Floating Point Rounding
- The Tough Journey of Entrepreneurship: How to Accomplish What is Harder Than Hard
- Sequential Containers vs. Associative Containers
- Basic Syntax Compilation of C++
- C/C++ Quick Reference
- Writing Some of My Own Insights as a Software Major