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pa-pa-ko-ta-bot.bsky.social

@pa-pa-ko-ta-bot.bsky.social
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pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 11h
Trip Report: C++Now 2024 www.think-cell.com/en/career/devblo…
think-cell.com
Trip Report: C++Now 2024 | thinkcell
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 13/10/2026
Analyzing the AI of Super Mario 64 www.gamedeveloper.com/game-platform…
gamedeveloper.com
Analyzing the AI of Super Mario 64
Over 25 years later, what can we learn from digging through the Mario 64 source code?
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 12/10/2026
MMU Stage2 メモリ仮想化 zenn.dev/hidenori3/books/55ce980702…
zenn.dev
 MMU Stage2 メモリ仮想化|ゼロからのハイパーバイザ自作入門
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 11/10/2026
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 www.docswell.com/s/cpp/5XEY92-cedec…
docswell.com
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 | ドクセル
【🌟 より詳しい解説・サンプルを収録した書籍 / 電子版】https://techbookfest.org/product/1p61X6cAyA7aV...
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 10/10/2026
PS5 Pro Technical Presentation hosted by Mark Cerny m.youtube.com/watch?v=X24BzyzQQ-8
m.youtube.com
PS5 Pro Technical Presentation hosted by Mark Cerny
Mark Cerny, Lead Architect of the PS5 gives a technical presentation that focuses on PS5 Pro and innovations in gaming technology. #playstation5 #ps5 #ps5pro
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 09/10/2026
Draft FAQ: Why does the C++ standard ship every three years? herbsutter.com/2019/07/13/draft-faq…
herbsutter.com
Draft FAQ: Why does the C++ standard ship every three years?
WG21 has a strict schedule (see P1000) by which we ship the standard every three years. We don’t delay it. Around this time of each cycle, we regularly get questions about “but why so strict?”, esp…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 08/10/2026
メンバ関数の新しい書き方、あるいは Deducing this zenn.dev/acd1034/articles/221117-de…
zenn.dev
メンバ関数の新しい書き方、あるいは Deducing this
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 07/10/2026
Mastering Programming tidyfirst.substack.com/p/mastering-…
tidyfirst.substack.com
Mastering Programming
FEBRUARY 5, 2016 · FACEBOOK
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 06/10/2026
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る www.4gamer.net/games/137/G013737/20…
4gamer.net
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る
GDC 2025でArmは,GPUアーキテクトのPhillip Garcia氏による講演を行った。この講演は,PCやゲーム機のGPUと比べて非力なスマートフォン向けGPUの消費電力を減らしながら描画…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 04/10/2026
Too dangerous for C++ blog.dureuill.net/articles/too-dang…
blog.dureuill.net
Too dangerous for C++
Some patterns are only made practical thanks to Rust's memory safety, and too dangerous to use in C++. Here's a concrete example.
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 03/10/2026
Trip Report: C++Now 2024 www.think-cell.com/en/career/devblo…
think-cell.com
Trip Report: C++Now 2024 | thinkcell
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 30/09/2026
Analyzing the AI of Super Mario 64 www.gamedeveloper.com/game-platform…
gamedeveloper.com
Analyzing the AI of Super Mario 64
Over 25 years later, what can we learn from digging through the Mario 64 source code?
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 29/09/2026
MMU Stage2 メモリ仮想化 zenn.dev/hidenori3/books/55ce980702…
zenn.dev
 MMU Stage2 メモリ仮想化|ゼロからのハイパーバイザ自作入門
001 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 28/09/2026
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 www.docswell.com/s/cpp/5XEY92-cedec…
docswell.com
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 | ドクセル
【🌟 より詳しい解説・サンプルを収録した書籍 / 電子版】https://techbookfest.org/product/1p61X6cAyA7aV...
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 27/09/2026
PS5 Pro Technical Presentation hosted by Mark Cerny m.youtube.com/watch?v=X24BzyzQQ-8
m.youtube.com
PS5 Pro Technical Presentation hosted by Mark Cerny
Mark Cerny, Lead Architect of the PS5 gives a technical presentation that focuses on PS5 Pro and innovations in gaming technology. #playstation5 #ps5 #ps5pro
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 26/09/2026
Draft FAQ: Why does the C++ standard ship every three years? herbsutter.com/2019/07/13/draft-faq…
herbsutter.com
Draft FAQ: Why does the C++ standard ship every three years?
WG21 has a strict schedule (see P1000) by which we ship the standard every three years. We don’t delay it. Around this time of each cycle, we regularly get questions about “but why so strict?”, esp…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 25/09/2026
メンバ関数の新しい書き方、あるいは Deducing this zenn.dev/acd1034/articles/221117-de…
zenn.dev
メンバ関数の新しい書き方、あるいは Deducing this
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 24/09/2026
Mastering Programming tidyfirst.substack.com/p/mastering-…
tidyfirst.substack.com
Mastering Programming
FEBRUARY 5, 2016 · FACEBOOK
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 23/09/2026
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る www.4gamer.net/games/137/G013737/20…
4gamer.net
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る
GDC 2025でArmは,GPUアーキテクトのPhillip Garcia氏による講演を行った。この講演は,PCやゲーム機のGPUと比べて非力なスマートフォン向けGPUの消費電力を減らしながら描画…
010 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 21/09/2026
Too dangerous for C++ blog.dureuill.net/articles/too-dang…
blog.dureuill.net
Too dangerous for C++
Some patterns are only made practical thanks to Rust's memory safety, and too dangerous to use in C++. Here's a concrete example.
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 20/09/2026
Trip Report: C++Now 2024 www.think-cell.com/en/career/devblo…
think-cell.com
Trip Report: C++Now 2024 | thinkcell
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 17/09/2026
Analyzing the AI of Super Mario 64 www.gamedeveloper.com/game-platform…
gamedeveloper.com
Analyzing the AI of Super Mario 64
Over 25 years later, what can we learn from digging through the Mario 64 source code?
011 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 16/09/2026
MMU Stage2 メモリ仮想化 zenn.dev/hidenori3/books/55ce980702…
zenn.dev
 MMU Stage2 メモリ仮想化|ゼロからのハイパーバイザ自作入門
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 15/09/2026
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 www.docswell.com/s/cpp/5XEY92-cedec…
docswell.com
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 | ドクセル
【🌟 より詳しい解説・サンプルを収録した書籍 / 電子版】https://techbookfest.org/product/1p61X6cAyA7aV...
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 14/09/2026
PS5 Pro Technical Presentation hosted by Mark Cerny m.youtube.com/watch?v=X24BzyzQQ-8
m.youtube.com
PS5 Pro Technical Presentation hosted by Mark Cerny
Mark Cerny, Lead Architect of the PS5 gives a technical presentation that focuses on PS5 Pro and innovations in gaming technology. #playstation5 #ps5 #ps5pro
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 13/09/2026
Draft FAQ: Why does the C++ standard ship every three years? herbsutter.com/2019/07/13/draft-faq…
herbsutter.com
Draft FAQ: Why does the C++ standard ship every three years?
WG21 has a strict schedule (see P1000) by which we ship the standard every three years. We don’t delay it. Around this time of each cycle, we regularly get questions about “but why so strict?”, esp…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 12/09/2026
メンバ関数の新しい書き方、あるいは Deducing this zenn.dev/acd1034/articles/221117-de…
zenn.dev
メンバ関数の新しい書き方、あるいは Deducing this
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 11/09/2026
Mastering Programming tidyfirst.substack.com/p/mastering-…
tidyfirst.substack.com
Mastering Programming
FEBRUARY 5, 2016 · FACEBOOK
001 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 10/09/2026
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る www.4gamer.net/games/137/G013737/20…
4gamer.net
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る
GDC 2025でArmは,GPUアーキテクトのPhillip Garcia氏による講演を行った。この講演は,PCやゲーム機のGPUと比べて非力なスマートフォン向けGPUの消費電力を減らしながら描画…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 08/09/2026
Too dangerous for C++ blog.dureuill.net/articles/too-dang…
blog.dureuill.net
Too dangerous for C++
Some patterns are only made practical thanks to Rust's memory safety, and too dangerous to use in C++. Here's a concrete example.
001 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 07/09/2026
Trip Report: C++Now 2024 www.think-cell.com/en/career/devblo…
think-cell.com
Trip Report: C++Now 2024 | think-cell
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 04/09/2026
Analyzing the AI of Super Mario 64 www.gamedeveloper.com/game-platform…
gamedeveloper.com
Analyzing the AI of Super Mario 64
Over 25 years later, what can we learn from digging through the Mario 64 source code?
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 03/09/2026
MMU Stage2 メモリ仮想化 zenn.dev/hidenori3/books/55ce980702…
zenn.dev
 MMU Stage2 メモリ仮想化|ゼロからのハイパーバイザ自作入門
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 02/09/2026
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 www.docswell.com/s/cpp/5XEY92-cedec…
docswell.com
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 | ドクセル
【🌟 より詳しい解説・サンプルを収録した書籍 / 電子版】https://techbookfest.org/product/1p61X6cAyA7aV...
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 01/09/2026
PS5 Pro Technical Presentation hosted by Mark Cerny m.youtube.com/watch?v=X24BzyzQQ-8
m.youtube.com
PS5 Pro Technical Presentation hosted by Mark Cerny
Mark Cerny, Lead Architect of the PS5 gives a technical presentation that focuses on PS5 Pro and innovations in gaming technology. #playstation5 #ps5 #ps5pro
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 31/08/2026
Draft FAQ: Why does the C++ standard ship every three years? herbsutter.com/2019/07/13/draft-faq…
herbsutter.com
Draft FAQ: Why does the C++ standard ship every three years?
WG21 has a strict schedule (see P1000) by which we ship the standard every three years. We don’t delay it. Around this time of each cycle, we regularly get questions about “but why so strict?”, esp…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 30/08/2026
メンバ関数の新しい書き方、あるいは Deducing this zenn.dev/acd1034/articles/221117-de…
zenn.dev
メンバ関数の新しい書き方、あるいは Deducing this
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 29/08/2026
Mastering Programming tidyfirst.substack.com/p/mastering-…
tidyfirst.substack.com
Mastering Programming
FEBRUARY 5, 2016 · FACEBOOK
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 28/08/2026
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る www.4gamer.net/games/137/G013737/20…
4gamer.net
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る
GDC 2025でArmは,GPUアーキテクトのPhillip Garcia氏による講演を行った。この講演は,PCやゲーム機のGPUと比べて非力なスマートフォン向けGPUの消費電力を減らしながら描画…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 26/08/2026
Too dangerous for C++ blog.dureuill.net/articles/too-dang…
blog.dureuill.net
Too dangerous for C++
Some patterns are only made practical thanks to Rust's memory safety, and too dangerous to use in C++. Here's a concrete example.
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 25/08/2026
Trip Report: C++Now 2024 www.think-cell.com/en/career/devblo…
think-cell.com
Trip Report: C++Now 2024 | think-cell
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 22/08/2026
Analyzing the AI of Super Mario 64 www.gamedeveloper.com/game-platform…
gamedeveloper.com
Analyzing the AI of Super Mario 64
Over 25 years later, what can we learn from digging through the Mario 64 source code?
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 21/08/2026
MMU Stage2 メモリ仮想化 zenn.dev/hidenori3/books/55ce980702…
zenn.dev
 MMU Stage2 メモリ仮想化|ゼロからのハイパーバイザ自作入門
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 20/08/2026
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 www.docswell.com/s/cpp/5XEY92-cedec…
docswell.com
CEDEC 2024『ゲーム開発者のための C++17~C++23, 近年の C++ 規格策定の動向』 | ドクセル
【🌟 より詳しい解説・サンプルを収録した書籍 / 電子版】https://techbookfest.org/product/1p61X6cAyA7aV...
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 19/08/2026
PS5 Pro Technical Presentation hosted by Mark Cerny m.youtube.com/watch?v=X24BzyzQQ-8
m.youtube.com
PS5 Pro Technical Presentation hosted by Mark Cerny
Mark Cerny, Lead Architect of the PS5 gives a technical presentation that focuses on PS5 Pro and innovations in gaming technology. #playstation5 #ps5 #ps5pro
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 18/08/2026
Draft FAQ: Why does the C++ standard ship every three years? herbsutter.com/2019/07/13/draft-faq…
herbsutter.com
Draft FAQ: Why does the C++ standard ship every three years?
WG21 has a strict schedule (see P1000) by which we ship the standard every three years. We don’t delay it. Around this time of each cycle, we regularly get questions about “but why so strict?”, esp…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 17/08/2026
メンバ関数の新しい書き方、あるいは Deducing this zenn.dev/acd1034/articles/221117-de…
zenn.dev
メンバ関数の新しい書き方、あるいは Deducing this
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 16/08/2026
Mastering Programming tidyfirst.substack.com/p/mastering-…
tidyfirst.substack.com
Mastering Programming
FEBRUARY 5, 2016 · FACEBOOK
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 10/08/2026
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る www.4gamer.net/games/137/G013737/20…
4gamer.net
スマホ向けゲームのグラフィックスを改善する「Tile Based Rendering」での新テクニックとは? ArmのGPUアーキテクトが語る
GDC 2025でArmは,GPUアーキテクトのPhillip Garcia氏による講演を行った。この講演は,PCやゲーム機のGPUと比べて非力なスマートフォン向けGPUの消費電力を減らしながら描画…
000 0
pa-pa-ko-ta-bot.bsky.social @pa-pa-ko-ta-bot.bsky.social · 08/08/2026
Too dangerous for C++ blog.dureuill.net/articles/too-dang…
blog.dureuill.net
Too dangerous for C++
Some patterns are only made practical thanks to Rust's memory safety, and too dangerous to use in C++. Here's a concrete example.
000 0