Programs are games, programming is a game
(This post is now also listed on the Pickcode Blog) In 11th grade, I wrote my first program, Dingo Hopper. In the game, the player controls a png of a din...
(This post is now also listed on the Pickcode Blog) In 11th grade, I wrote my first program, Dingo Hopper. In the game, the player controls a png of a din...
Tutorials and articles of Inigo Quilez on computer graphics, fractals, math, art, demoscene, shaders and more.
Audioscope: What you see is what you hear.
Introduction Part 1 and Part 2 of this series on the Apple Vision Pro (AVP) primarily covered the hardware. Over the next several articles, I plan to discuss the applications Apple (and others) sug…
Mudlark on the River Thames foreshore by day, then hunt vampires at Carfax Abbey by night. A new game written in APL on the Commodore…
The Super Game Boy allows you to play Game Boy games on your Super Nintendo. This is an impressive feat, when you consider that the two consoles share basica...
When my parents sold the house and moved to the great white north, they dropped off a few boxes of my stuff that was still in the garage. ...
Over the past month it seems like Gaussian Splatting (see my first post ) is experiencing a Cambrian Gaussian explosion of new research. The seminal paper came out in July 2023, and starting about mid-November, it feels like every day there’s a new paper or two coming out, related to Gaussian Splatting in some way…
Neural fields have quickly become an interesting and useful application of machine learning to computer graphics. The fundamental idea is quite straightforward: we can use neural models to represent all sorts of digital signals, including images, light fields, signed distance functions, and volumes.
The only aspect of game development I’ve not attempted myself is the music. I mostly use royalty free music of Japanese origin (just because I dig their vibe...
This blogpost explores my journey of bringing higher level languages (in this case C) to console video-game modding, as an alternative to hand-tailored assembly mods.
Over the past two years, I have spent a lot of time working on my Game Boy emulator, GameRoy. It has reached a good point, where it has a GUI interface (including a debugger and disassembler) and passes numerous tests (comparable to some of the most accurate emulators). I even made a port to Android!
It's not about technology for its own sake. It's about being able to implement your ideas.
Fictional short story about Clippy & AI hard takeoff scenarios grounded in contemporary ML scaling, self-supervised learning, reinforcement learning, and meta-learning research literature.