ConEmu with %CD% in bash

ConEmu is cool and if you haven't used it or any tool built on it (like cmder) then you've really been missing out on the best in Windows console development. I can't see myself ever going back to conhost.exe with its lack of color, unicode-support, buffered-scrolling, tabs, configuration, sane hotkeys...

ConEmu does suck sometimes at being easy to use out of the box though, including it's failure to keep track of the current directory in non-Windows shells. Most notably this is apparent when you try to clone a tab (defaults to Win + s) in a shell like bash and

Vue.js render() and $slots; Corrupt DOM

Just ran into an issue today when making a component with a custom render() function and messing around with vnodes passed in via $slots. A seemingly simple template produced really odd results where some DOM elements would disappear, some would be duplicated, some would be out of order, and others would have their inner content ripped out to their outside after a few rerenders. Small template tweaks would also produce vastly different output, sometimes seemingly correct output.

You can see an example in this codepen:

See the Pen Vue.js $slots with and without v-bind:key by Peter "Cobertos" F.

Is WebAssembly faster than vanilla Javascript?

I keep seeing GitHub issues of people just like me trying to figure out what WebAssembly (Wasm) and previouslyasm.js mean for performance-related javascript (in my case, games). WebAssembly should introduce less abstraction between you and the hardware and so your code should in general run faster, right? In reality this question is harder to answer because WebAssembly runs in a Javascript VM-like environment and was not made directly motivated for performance. I'll be putting aside the misinformation and anecdotes to hopefully find out if and how applying Wasm might make your projects more performant.

A bit of background

Chemistory Level and Net Code

chemistory level

Chemistory over the past couple weeks got a few new features, the biggest being an actual level and client/server networking code (or at least the start of it).


There's a separate build for client (Browser) and server (NodeJS), both of which run THREE.js and Oimo.js, though the server doesn't actually render anything. It took a switch to Gulp from Grunt, a pull request to WWOBJLoader2, and heavy use of ifdef-loader but it all actually talks to each other. Next steps are to add boilerplate for RPCs and member syncing and test out a little bit of multiplayer.

A Simpler Blender Development Environment

After accidentally running Blender from a native console, I realized a much easier way to setup Blender for iterating over features/bug development. My old Blender Python module reloader was becoming too unreliable in my codebase so it was a welcome discovery.

To easily reload Blender for development:

  1. Set up the Blender UI to your liking to test your add-on. Mine happens to be the scripting interface but instead of the notepad on the left, I have the User Preferences view with the add-on tab open.
  2. Save this as your startup file for Blender
  3. Run ./blender.exe from cmd, bash