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Articole: 91
  1. A guide on how to shatter a convex mesh into Voronoi shards by clipping it against perpendicular bisector planes, with a demo implementation included.

  2. A tour of how 3D scenes become pixels: rasterization, voxels, the ray casting to path tracing lineage, ray marching, point clouds, and the captured turn from NeRF to Gaussian splatting.

  3. Building a Wolfenstein 3D style raycasting engine from scratch in plain JavaScript: grid maps, DDA traversal explained step by step, textured wall projection, billboard sprites, sliding doors, and a weapon HUD.

  4. Number Trail is a Hamiltonian-path puzzle: draw one continuous line that visits every cell exactly once, passing through numbered clues in order.

  5. Haversine Distance

    The haversine formula computes the great-circle distance between two points on a sphere from their latitude and longitude.

  6. Pale Blue Dot

    A reflection on Voyager 1's Pale Blue Dot image, Carl Sagan's moral vision, and why that distant photograph still matters today.

  7. The Gaia Database

    A practical introduction to the Gaia database and its major data releases.

  8. A detailed guide to the ubiquitous Mulberry32 pseudo-random number generator.

  9. A detailed breakdown of the Gray-Scott reaction-diffusion algorithm.

  10. Raindrops on a puddle

    A breakdown of a two-pass shader technique that simulates realistic water ripples from falling raindrops using wave propagation and ray marching to render an interactive puddle with reflections.

  11. A port of a classic Snake game for the Nintendo Game Boy, written in GBZ80 ASM.

  12. A Universe Without Time

    A layman's guide to Julian Barbour's timeless view of reality, including Nows, time capsules, Machian dynamics, shape dynamics, and the Janus point, plus how the scientific community responds.

  13. Seestar ALP Launcher

    I wrote two small shell scripts that make Seestar ALP + INDI painless on Debian.

  14. A practical guide to React useEffect, when to avoid it, common pitfalls, and how cleanup works.

  15. A clean, reliable way to stream a Raspberry Pi Zero 2 CSI camera over RTSP on a headless setup, focusing on a simple configuration that’s easy to maintain.

  16. ASCII Fire

    The classic fire effect, rendered with ASCII characters.

  17. Ray marching a blob

    A deep dive into rendering animated metaballs (aka blobs) with ray marching, PBR shading, shadows, and CPU driven simulation in WebGL and Three.js.

  18. An exploration of how we approximate an image using an evolutionary strategy.

  19. A practical guide to triple buffering, how it improves smoothness and throughput over double buffering, when to use it, and how to wire it up in modern APIs.

  20. Rendering the Mandelbulb

    A deep dive into rendering the Mandelbulb fractal in WebGL using ray marching, distance estimation, orbit traps, and advanced shading.

  21. A breakdown of how to build a custom Three.js shader that recreates the iridescent, sparkling look of foil stickers using vertex deformation, angle-based color shifts, and procedural flakes.

  22. Light stretches as it travels, shifting redward and revealing motion, distance, and even the chemistry of galaxies like record-breaking JADES-GS-z14-0

  23. Polaris, has guided humanity for centuries thanks to its unique position in the night sky.

  24. Unity’s render pipelines, Built-in, URP, HDRP, offer different trade-offs in performance, visuals, and flexibility.

  25. The Andromeda Paradox

    A slow walk on Earth can shift our view of what’s happening right now in a galaxy millions of light-years away.

  26. NGC6960: The Veil Nebula

    A brief report in my latest astrophotography session, where I captured NGC6960, also known as the Veil Nebula.

  27. A quick reference guide to React hooks.

  28. Learn how to set up the Seestar S50 smart telescope in Stellarium using accurate sensor and telescope parameters.

  29. A practical implementation of the MRS fractal technique, a simple iterative transform built from mirror, rotation, and scale operations.

  30. A step-by-step guide to setting up DOSBox on Linux to play the classic RTS game Z by Bitmap Brothers using your original game ISO.

  31. This short write-up offers a quick overview of a simple method you can use to create a transcript from either a video or an audio file, which may be helpful in a variety of contexts such as documentation, content analysis, or accessibility.

  32. A curated list of technical articles that reverse-engineer and dissect how video games render a single frame, covering geometry, lighting, shadows, post-processing, and more.

  33. Part 1 of a blog post series on full stack development, where I walk through the process of building a simple task management app.

  34. I've introduced a feature that lets you listen to my blog's content being read aloud.

  35. A step-by-step guide for creating a 'hello world' ROM for the Nintendo Gameboy in assembly

  36. A brief guide on encrypting and decrypting tar archives with gpg

  37. ZEXMTE BT-506 in Debian

    A guide on how to make the ZEXMTE BT-506 dongle work in Debian

  38. A tutorial on using telegram to generate notifications

  39. Docker in Debian

    Notes on using Docker in Debian

  40. A fun experiment in using text to render animated images in a terminal

  41. Notes on a lossy unsigned float number compression technique

  42. Shadow Mapping

    This article introduces shadow mapping, a technique for creating shadows in graphics.

  43. A tutorial on interfacing a peripage printer via the command line

  44. A brief guide on using Yubikey as an authentication method with GDM

  45. A brief guide on resolving Intel's PSR issues

  46. Midjourney

    A brief post on generating images with Midjourney

  47. Brachiograph plotter

    Brief notes on building a brachiograph plotter

  48. Normal Map Blending

    A brief survey of normal blending techniques

  49. Nanite in UE5 is a virtualized geometry system that renders only visible detail, enabling film-quality assets with millions of polygons and minimal performance cost.

  50. A short case study on how to bring old software back to life