A level generator for 2-D platformers built on a rhythm-based model of player behavior, derived from an analysis of existing platformer games
Analyzing the Super Mario Bros. levels using a framework of repeating patterns.
Linkbait title, but this was a good data-oriented design walk-through for a non-gaming use case. (I'm still trying to understand what counts as DoD and what doesn't, since it sometimes feels like 90% of it is common sense.)
Slides for the above.
It's a great feature, and I would never have guessed how it works.
SIMD-ified parsing of the Google-style MSB-bit-1 varints. Don't think it'll work for one little project I've been doodling around with, due to being optimized for decoding multiple small varints with one call.