RichyHBM

Software engineer with a focus on game development and scalable backend development

Kotlin Server in Less Than 5MB

One of the things I like most about languages like GoLang is the fact you can create a small executable that holds all the files needed for a server, or any other application. Kotlin, and any other JVM based languages, however always seem to be rather bloated, Kotlin and Spring have often been over 100mb, and even Scala and Play Framework are of a similar size.

6 minutes estimated reading time.

Moving to Hugo

I’ve been using my old static site generator setup for years now, when I first started using DocPad it was fast, simple and had the ability to add plugins which made it immensely extensible. However since then development has died down and there have been some questions about how long the development will continue, my site has become more complex requiring a number of additional plugins, and the general performance of DocPad seems to have slowed down (mostly due to the additional plugins ect.)

3 minutes estimated reading time.

Using Github Issues as a Comment System for Static Sites

Static sites are great, they allow you to build a website using nothing but client side tech, and let you host them easily in places like AWS S3, Github/Gitlab pages, or even on an arduino as they dont require any server side code. However they do have one big downside, user interaction.

6 minutes estimated reading time.

Kotlin and Docker and Spring, Oh my!

Kotlin is a programming language developed by Jetbrains in 2011 as a JVM alternative to Java, it gained popularity amongst Android developers and in 2017 Google started officially supporting it as a first class language on Android. Until now I had only used it on Android but with the release of Spring 2.0, and the official support of Kotlin, I thought now would be a great time to try it out!

8 minutes estimated reading time.

Editing Unity Code at Runtime

In 2014 Double Fine released a game by the name of Hack ’n’ Slash, the premise being that you could access the code running the game and modify it to change how the game works, it was a really cool premise though maybe not that interestingly implemented. The way it worked was by using a scripting language to run the logic of the game actors and thus allowing you to modify their code.

3 minutes estimated reading time.