Just finished implementing my own variation of AABB-tree and AVL tree for accelerating frustum culling in my OpenGL game engine! The test scene is composed of 10'000 sponza models, each made of ~100 meshes. Runs at 30-60 FPS if the camera doesn't face a lot of models.
Finished support for paging in my own x64 operating system (DexprOS)! Now it's able to setup both 4-level and 5-level page maps. The paging chapter of Kognise's 'Putting the You in CPU' article helped me comprehend this topic incredibly.
Now the shell can interpret a few commands in my OS.
My OS running on real hardware. Now it has a functional PS/2 keyboard driver and a very basic (unfinished) shell.