Brian Will
active · last success 2026-06-18 22:35
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A brief rundown of things I've worked on recently.
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An intro to the Zig programming language via a walkthrough of the Ziglings project. Ziglings project: https://codeberg.org/ziglings/exercises See accompanying text: https://brianwill.github.io/languages/zig/ziglings.html Odin intro:...
An intro to the Zig programming language via a walkthrough of the Ziglings project. Ziglings project: https://codeberg.org/ziglings/exercises See accompanying text: https://brianwill.github.io/languages/zig/ziglings.html Odin intro: https://brianwill.github.io/languages/odin/odin_data_types.html -
An introduction to the Odin programming language (part 3 of 3). This part walks through some very short code examples. See accompanying text: https://brianwill.github.io/languages/odin/odin_exercism.html 00:00 what is polymorphism? 00:33 binary search 03:57 pangram 06:48...
An introduction to the Odin programming language (part 3 of 3). This part walks through some very short code examples. See accompanying text: https://brianwill.github.io/languages/odin/odin_exercism.html 00:00 what is polymorphism? 00:33 binary search 03:57 pangram 06:48 reverse string 08:48 word count 12:24 acronym 14:18 anagram 16:00 flatten array 17:35 ring buffer 20:53 linked list -
An introduction to the Odin programming language (part 2 of 3). This part focuses on core data types. See accompanying text: https://brianwill.github.io/languages/odin/odin_data_types.html 00:00 what is polymorphism? 01:38 compile time polymorphism 02:10 procedure groups...
An introduction to the Odin programming language (part 2 of 3). This part focuses on core data types. See accompanying text: https://brianwill.github.io/languages/odin/odin_data_types.html 00:00 what is polymorphism? 01:38 compile time polymorphism 02:10 procedure groups 03:02 parametric polymorphic procedures 04:50 typeid 06:14 caller-determined parameter types 08:56 where clauses 09:47 specialization 10:43 parametric polymorphic structs 13:48 parametric polymorphic unions 14:33 struct fields with "using" modifier 15:47 usage guidelines 18:09 runtime polymorphism 18:36 heterogeneous collections 19:26 extensible interfaces (why unions don't work) 20:47 procedure references 23:10 extensible interfaces (proper solution) -
An introduction to the Odin programming language (part 1 of 3). This part focuses on core data types. See accompanying text: https://brianwill.github.io/languages/odin/odin_data_types.html 00:00 intro 01:00 integers, floats, booleans 02:12 strings 03:25 zero values, casting...
An introduction to the Odin programming language (part 1 of 3). This part focuses on core data types. See accompanying text: https://brianwill.github.io/languages/odin/odin_data_types.html 00:00 intro 01:00 integers, floats, booleans 02:12 strings 03:25 zero values, casting 04:40 literals 06:37 pointers 09:41 rawptr 11:20 uintptr 12:18 multi pointers 13:30 arrays 16:36 slices 19:06 allocators 21:44 dynamic arrays 24:22 maps 25:20 structs 26:53 enums 29:49 unions 30:44 type assertions 31:35 type switches 32:22 union zero values 33:05 error values 36:25 or_return 38:05 or_break, or_continue, or_else -
An introduction to Jujutsu (a.k.a. jj) version control. Assumes viewer has some knowledge of git. Text notes: https://brianwill.github.io/tools/jujutsu.html 00:00 Introduction 02:33 Basic operations 04:40 Data model 09:17 Demo 23:28 Remote repos 29:05 Splitting PRs with split...
An introduction to Jujutsu (a.k.a. jj) version control. Assumes viewer has some knowledge of git. Text notes: https://brianwill.github.io/tools/jujutsu.html 00:00 Introduction 02:33 Basic operations 04:40 Data model 09:17 Demo 23:28 Remote repos 29:05 Splitting PRs with split command 33:15 Squash command -
All solutions match the current leading scores for time, except "Personal Computer", "Claw Machine", and "Arcade Machine" 00:08 Corporate Binder 00:13 Radio 00:16 Clock 00:20 Watch 00:25 Binoculars 00:30 Defender Bot 00:35 Onigiri 00:41 Maki Sushi 00:47 Sandwich 00:53 Nigiri...
All solutions match the current leading scores for time, except "Personal Computer", "Claw Machine", and "Arcade Machine" 00:08 Corporate Binder 00:13 Radio 00:16 Clock 00:20 Watch 00:25 Binoculars 00:30 Defender Bot 00:35 Onigiri 00:41 Maki Sushi 00:47 Sandwich 00:53 Nigiri Sushi 00:57 Hamburger 01:01 Katsu Curry 01:10 Compact Camera 01:17 Calculator 01:24 Handheld Game 01:35 Personal Computer 01:40 Camcorder 01:51 Rice Cooker 01:59 Bidet Seat 02:05 Color Television 02:12 Video Recorder 02:31 Coffee Maker 02:44 Tube Sock 02:56 Jogging Shorts 03:05 Athletic Shirt 03:18 Handbag 03:30 Spring Dress 03:41 Claw Machine 04:01 Capsule Machine 04:14 RC Car 04:29 Pachinko Machine 04:49 Arcade Machine 05:09 Motor Scooter 05:34 Super Defender Bot -
A walkthrough of my Japanese learning program (which I have majorly revised since demonstrating it in a video several months ago).
A walkthrough of my Japanese learning program (which I have majorly revised since demonstrating it in a video several months ago). -
An analysis of the grammar of every sentence in a Japanese language podcast (125. 小学校の運動会). If you have corrections, let me know in comments. I intend to do more of this on a regular basis, though in future I will probably pick only 4-5 interesting sentences from the source...
An analysis of the grammar of every sentence in a Japanese language podcast (125. 小学校の運動会). If you have corrections, let me know in comments. I intend to do more of this on a regular basis, though in future I will probably pick only 4-5 interesting sentences from the source material instead of going through every sentence. -
An analysis of the grammar of every sentence in a Japanese language podcast (125. 小学校の運動会). If you have corrections, let me know in comments. I intend to do more of this on a regular basis, though in future I will probably pick only 4-5 interesting sentences from the source...
An analysis of the grammar of every sentence in a Japanese language podcast (125. 小学校の運動会). If you have corrections, let me know in comments. I intend to do more of this on a regular basis, though in future I will probably pick only 4-5 interesting sentences from the source material instead of going through every sentence. (Doing every single sentence turns out to take many hours of recording and editing, and not every sentence is super interesting.) -
A program I've made for learning Japanese: https://github.com/BrianWill/japanese_vocab
A program I've made for learning Japanese: https://github.com/BrianWill/japanese_vocab -
Quick rundown of DOTS. Detailed coverage in the rest of the playlist: https://www.youtube.com/playlist?list=PLIbUZ3URbL0Eqk2o5rMyiLPtCoWuLAZwg
Quick rundown of DOTS. Detailed coverage in the rest of the playlist: https://www.youtube.com/playlist?list=PLIbUZ3URbL0Eqk2o5rMyiLPtCoWuLAZwg -
Covers some of the more advanced features of Unity's ECS: Object Components, Chunk Components, Shared Components, SystemState Components, and Blob Assets.
Covers some of the more advanced features of Unity's ECS: Object Components, Chunk Components, Shared Components, SystemState Components, and Blob Assets. -
Walkthrough of this example by Mike Geig, https://github.com/UnityTechnologies/AngryBots_ECS. I forgot to mention in the video that the enemies are animated by their shader. It's the shader that makes them shimmy, not any MonoBehavior or ECS code. The video I mentioned,...
Walkthrough of this example by Mike Geig, https://github.com/UnityTechnologies/AngryBots_ECS. I forgot to mention in the video that the enemies are animated by their shader. It's the shader that makes them shimmy, not any MonoBehavior or ECS code. The video I mentioned, 'Converting scene data to DOTS': https://www.youtube.com/watch?v=TdlhTrq1oYk -
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