Mikko Mononen
mikkomononen.bsky.social
Mikko Mononen
@mikkomononen.bsky.social
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.

https://github.com/memononen
What if... you use the top one, but keep the string from the bottom one (maybe log it so that it does not get trimmed out).

I once had an issue where older bug was triggering (reading past a buffer) because I added a string, which caused the garbage to be read to be not a small number anymore.
December 18, 2025 at 9:21 PM
Does N64 have alpha test you could enable? IIRC it also had some dithering mode thing, does that affect the result?
December 12, 2025 at 9:01 AM
Also... links are not toggled off like bold, but there's often UI to clear the whole link span under the cursor.

On top, I made some assumptions earlier that made the data juggling harder than I liked. You just don't randomly add a string in C.
November 13, 2025 at 9:17 PM
Can you bevel edges non-destructively in halfedge? Like subdiv, but bevel marked edges.
November 11, 2025 at 6:33 AM
That was mostly driven by the teams doing profiling, so not the kind of detain you need for replication.

Making everything deterministic in UE is likely impossible (never say never :), but I think in the context of fighting games, the Mover stuff should get you pretty far.
November 7, 2025 at 9:46 PM
The Mover module is similar in spirit: dev.epicgames.com/documentatio...

It does rollback networking for the character stuff, but not for the whole system. There was quite a bit of push to make the system more deterministic during my time at Epic.
Mover in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
Create movement with rollback networking support in Unreal Engine.
dev.epicgames.com
November 7, 2025 at 9:46 PM
If you have Rubik's cube like tessellated shape, and bevel a middle edge ( +---+-M-+---+), then B might leave quite sharp transition. Though, I could image someone really wanting to do that to create a ramp :) Smells like option thing.
October 30, 2025 at 6:33 PM
I like that the sort allows "parallel" arrays, I've had that that need quite a few times recently.
October 29, 2025 at 1:59 PM
It's been a good exercise to try to get the editor modification API figured out too. Not quite there yet, but some progress.
October 29, 2025 at 11:35 AM
I think some systems also has time based drag, as in, long press will start drag.
October 22, 2025 at 3:28 PM
Windows has DragDetect() which uses the OS setting. I tend to use 5, because i'm lazy.
October 22, 2025 at 3:07 PM
Not sure if it's your cup of tea, but it also allows node descs to be adlibs, like "Add vertex (V) to mesh (m)".
October 22, 2025 at 5:59 AM
The manual binding can be a bit clickety-click, but with local scoping like yours, it can be a big win.
October 22, 2025 at 5:59 AM
I made data binding thing for state tree (machine) in ue. The data was defined in (nesting) scopes, and some common things were auto bound based on name similarity (eg actor the node affected). You could also manually do the binding.
October 22, 2025 at 5:59 AM
I saw the mastodon thread too after posting :) libffi definitely sounds like less pain than rolling your own.
September 27, 2025 at 6:04 PM
Some assembly is likely required, but you should get things figured out from the x64 calling convention.
learn.microsoft.com/en-us/cpp/bu...

If you have control over the function, I'm sure you'll have easier time if you pass the params using a pointer to struct to the function.
x64 Calling Convention
Learn about the default x64 calling convention that one function uses to make calls into another function.
learn.microsoft.com
September 27, 2025 at 5:53 PM
Curious to see where you take the editor. Especially since it's so purpose built for specific state of mind.

I have been digging into the details if text edits the past 10mo and there's so much that we take for granted.
September 25, 2025 at 10:16 PM
Sounds good. I wish choosing a license was as fun as choosing the name for your project. I tend to moodswing between zlib and mit out of old habits.
September 25, 2025 at 10:16 PM
Not sure about the diagnosis... but I always roll my hoodie cuffs.
September 25, 2025 at 10:05 PM
p.s. that cursor looks so juicy, I'm sure it makes you type at least 100% faster :)
September 25, 2025 at 9:18 PM
I stole that immediately too :) I have tried it earlier and failed, I did not realize it was due to the hash in the contents.

I've been looking for a simple syntax highlighter for my text rendering/editor project example, and depending the license you choose I might borrow some ideas.
September 25, 2025 at 9:18 PM
I guess I'll sleep on it.
September 25, 2025 at 9:08 PM