<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Koiro's Cat Café</title><link>https://blog.koiro.xyz/en-US/home.html</link><description>Koiro's personal blog. Koiro is a human, student, graphic design enthusiast, computer graphics enthusiast, and game developer.</description><language>en-US</language><lastBuildDate>Fri, 30 Oct 2026 16:04:39 GMT</lastBuildDate><item><title>Good Manga, Anime, and Music Albums/EPs I Came Across in 2025</title><link>https://blog.koiro.xyz/en-US/pages/blogs/favorite_manga_anime_and_music_2025.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/favorite_manga_anime_and_music_2025.html</guid><pubDate>Sat, 3 Jan 2026 00:00:00 +0800</pubDate><description>Good manga, anime, and music albums/EPs I came across in 2025. #Life
Auto translated into English by AI.</description></item><item><title>Optimizing My Keyboard Layout for a Better Life</title><link>https://blog.koiro.xyz/en-US/pages/blogs/keyboard_layout_optimization.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/keyboard_layout_optimization.html</guid><pubDate>Mon, 22 Dec 2025 00:00:00 +0800</pubDate><description>To improve my coding experience, I redesigned my keyboard layout and got rid of my pinky pain. If you're dealing with something similar, read on. Specifically, I adopted virtual layers and Home Row Mods. Over long-term use, I also arrived at a symbol layer design that works well for me. I implemented the design with Kanata, a cross-platform open-source tool. #Dev
Auto translated into English by AI.</description></item><item><title>Unreal 5 Multiplayer Network Replication: A Source Code Walkthrough (Basics)</title><link>https://blog.koiro.xyz/en-US/pages/blogs/unreal_5_network_replication_basics.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/unreal_5_network_replication_basics.html</guid><pubDate>Tue, 27 May 2025 00:00:00 +0800</pubDate><description>This article uses UE source code and comments to walk through the network replication process in UE 5's server-client multiplayer model. #Dev
Auto translated into English by AI.</description></item><item><title>Reading the Unreal 5 Garbage Collection Source</title><link>https://blog.koiro.xyz/en-US/pages/blogs/unreal_5_garbage_collection.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/unreal_5_garbage_collection.html</guid><pubDate>Thu, 22 May 2025 00:00:00 +0800</pubDate><description>UE 5 uses a mark-sweep garbage collection strategy, with support for incremental collection and cluster-based counting optimizations. This article walks through the UE 5 garbage collection source and summarizes some of its programming patterns. #Dev
Auto translated into English by AI.</description></item><item><title>Getting Started with Unreal 5 C++ Multiplayer: Resources and Notes</title><link>https://blog.koiro.xyz/en-US/pages/blogs/unreal_5_cpp_multiplayer_resources.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/unreal_5_cpp_multiplayer_resources.html</guid><pubDate>Wed, 14 May 2025 00:00:00 +0800</pubDate><description>These are personal notes: a lightweight introductory resource for non-UE developers and people with no multiplayer development experience. Topics include things to watch out for when developing with Rider, commonly used UE C++ classes, garbage collection, and multiplayer networking concepts and features. #Dev
Auto translated into English by AI.</description></item><item><title>Serializing Components with Bevy Reflection</title><link>https://blog.koiro.xyz/en-US/pages/blogs/bevy_reflection_component_serialization.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/bevy_reflection_component_serialization.html</guid><pubDate>Wed, 26 Mar 2025 00:00:00 +0800</pubDate><description>Our game uses custom scene files, which means a lot of scene serialization work. This article briefly introduces how to use bevy_reflect to serialize and deserialize Components (to TOML files), including how to insert deserialized reflected values into an Entity. Along the way, I use the custom scene serialization in 猫方块 as an example. #Dev
Auto translated into English by AI.</description></item><item><title>An Overview of the Bevy Engine's Rendering Architecture</title><link>https://blog.koiro.xyz/en-US/pages/blogs/bevy_rendering_architecture.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/bevy_rendering_architecture.html</guid><pubDate>Thu, 20 Feb 2025 00:00:00 +0800</pubDate><description>This article briefly introduces Bevy's rendering architecture, including the directed acyclic graph that manages rendering order, System ordering in the rendering workflow, render phases for different objects, and interactions between the main world and the render world. It uses Bevy Core 3D's rendering implementation as a reference. It also briefly covers how to use Bevy's rendering APIs in everyday development. #Dev
Auto translated into English by AI.</description></item><item><title>An Introduction to Color for Graphic Design</title><link>https://blog.koiro.xyz/en-US/pages/blogs/color_theory_for_graphic_design.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/color_theory_for_graphic_design.html</guid><pubDate>Wed, 25 Dec 2024 00:00:00 +0800</pubDate><description>An article written for a club graphic design workshop, covering how to use color models, the characteristics of the HSB model, and things to keep in mind when working with color in graphic design. #Art
Auto translated into English by AI.</description></item><item><title>The Graphic Design of Tears of the Kingdom</title><link>https://blog.koiro.xyz/en-US/pages/blogs/tears_of_the_kingdom_graphic_design.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/tears_of_the_kingdom_graphic_design.html</guid><pubDate>Sat, 27 Apr 2024 00:14:00 +0800</pubDate><description>A presentation for my club #Art
Auto translated into English by AI.</description></item><item><title>Programming Theory Fundamentals for Game Development</title><link>https://blog.koiro.xyz/en-US/pages/blogs/programming_theory_for_game_development.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/programming_theory_for_game_development.html</guid><pubDate>Sat, 6 Apr 2024 19:59:00 +0800</pubDate><description>This article was prepared for a club presentation by 宏楼 (me) and 拉斯普 (Aspirin). It covers the basic concepts of some important theories in game development, including programming paradigms, object-oriented programming, composition and inheritance, data-oriented programming, the concepts and benefits of ECS, and the architectures used by some game engines currently on the market. #Dev
Auto translated into English by AI.</description></item><item><title>The Editor Tools in A Monster's Expedition | Notes from ThinkyCon 2024</title><link>https://blog.koiro.xyz/en-US/pages/blogs/monsters_expedition_editor_thinkycon_2024.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/monsters_expedition_editor_thinkycon_2024.html</guid><pubDate>Fri, 5 Apr 2024 19:08:00 +0800</pubDate><description>These are notes on the ThinkyCon 2024 presentation about the editor in A Monster's Expedition. It gave us quite a few ideas for developing the level editor for the puzzle game we're working on. #Dev
Auto translated into English by AI.</description></item><item><title>Time Management in Game Jams</title><link>https://blog.koiro.xyz/en-US/pages/blogs/game_jam_time_management.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/game_jam_time_management.html</guid><pubDate>Thu, 9 Nov 2023 13:29:00 +0800</pubDate><description>These are some approaches to time management during game jams. I hope they help when you're stuck or don't know where to start. They won't suit every project or every person, so adjust them to your situation. #Life
Auto translated into English by AI.</description></item><item><title>Finding Inspiration in Game Jams</title><link>https://blog.koiro.xyz/en-US/pages/blogs/finding_game_jam_inspiration.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/finding_game_jam_inspiration.html</guid><pubDate>Wed, 8 Nov 2023 10:13:00 +0800</pubDate><description>These are some approaches to time management during game jams. I hope they help when you're stuck or don't know where to start. They won't suit every project or every person, so adjust them to your situation. #Life
Auto translated into English by AI.</description></item><item><title>Quick Notes on the Notion API</title><link>https://blog.koiro.xyz/en-US/pages/blogs/notion_api_notes.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/notion_api_notes.html</guid><pubDate>Tue, 3 Oct 2023 00:00:00 +0800</pubDate><description>Some notes on the Notion API #Dev
Auto translated into English by AI.</description></item><item><title>Notes on Building a Static Blog Generator with Kotlin/JVM</title><link>https://blog.koiro.xyz/en-US/pages/blogs/kotlin_jvm_static_blog.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/kotlin_jvm_static_blog.html</guid><pubDate>Mon, 2 Oct 2023 19:01:00 +0800</pubDate><description>I built my own static blog generator with kotlin-jvm, notion, and typescript. This blog is generated with it. Writing it was a lot of fun. #Dev
Auto translated into English by AI.</description></item><item><title>Blog Page and Style Test</title><link>https://blog.koiro.xyz/en-US/pages/blogs/blog_style_demo.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/blog_style_demo.html</guid><pubDate>Sat, 30 Sep 2023 14:17:00 +0800</pubDate><description>Page style test #Life
Auto translated into English by AI.</description></item><item><title>UI Design and Development Notes [Unity], 2023.2.8 Edition</title><link>https://blog.koiro.xyz/en-US/pages/blogs/unity_ui_design_notes_2023_02_08.html</link><guid isPermaLink="true">https://blog.koiro.xyz/en-US/pages/blogs/unity_ui_design_notes_2023_02_08.html</guid><pubDate>Sat, 23 Sep 2023 17:11:00 +0800</pubDate><description>Notes for myself #Dev
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