Lorbic._

Decoding the mechanics of high-performance systems.

Technical Journal // Featured Articles
Technical Journal // Recent Articles
Jun '26

Nobody Will Read This

Writing documentation, comments, or even blog posts into the void, and doing it anyway.

Jun '26

What is DRY? (And Other Things We Say at 3 AM)

DRY is a rule we all know. But at 3 AM with a crashing server, the copy-paste starts looking pretty reasonable.

Jun '26

Constructing Concurrent Inverted Indexes in Go

Building a thread-safe inverted index from scratch in Go. Covers sharded mutexes, lock contention profiling, slice pooling to avoid GC pressure, and benchmark comparisons against a naive sync.RWMutex approach under varying read/write ratios.

May '26

Why Explaining Technical Difficulty is Hard

"It's just a simple query". Why the distance between a logical requirement and its infrastructure cost is the most expensive gap in engineering.

May '26

Building a Poor Document Store inside PostgreSQL

A forensic analysis of why abusing JSONB for schemaless architecture leads to write amplification, TOAST bloat, and catastrophic query planner failures.

Apr '26

Migrating Cloudflare to Terraform

A technical reference on migrating existing Cloudflare infrastructure to Terraform. Includes an automated bootstrapping script to bypass manual state imports and handle API edge cases.

Apr '26

Why Your Goroutines Need a Speed Limit: Bounded Concurrency in Go

Unbounded concurrency is a reliability nightmare. Learn how to protect your system from OOM kills and database exhaustion by implementing Semaphores and Worker Pools in Go.

Apr '26

Part 3: Casting Shadows Without Trigonometry: The Beauty of Integer Math

To calculate Field of View in a grid-based game engine, you have to cast rays. The naive approach uses heavy floating-point trigonometry. This post explores Bresenham's Line Algorithm: a 60-year-old technique from the era of hardware plotters that draws perfect lines using only integer addition and comparison.

Apr '26

Part 2: Decoupling the Renderer: Terminal to Raylib in One Interface

If your game logic knows about OpenGL, your architecture has failed. This post dissects the Interface Segregation Principle in Go, demonstrating how the Derelict Facility engine swapped an ANSI terminal renderer for hardware-accelerated Raylib without changing a single line of game simulation code.

Apr '26

Part 1: Data-Oriented Design in Go: Why [][]Tile Destroyed My Game Engine

The textbook answer for a 2D grid in Go is a slice of slices. In a systems-level game engine running at 60 FPS, this innocent data structure becomes a performance landmine. This post explores pointer chasing, CPU cache lines, and how flattening a 2D map into contiguous memory creates massive performance gains through Data-Oriented Design.