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A guide on how to shatter a convex mesh into Voronoi shards by clipping it against perpendicular bisector planes, with a demo implementation included.
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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.
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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.
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Number Trail is a Hamiltonian-path puzzle: draw one continuous line that visits every cell exactly once, passing through numbered clues in order.
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The haversine formula computes the great-circle distance between two points on a sphere from their latitude and longitude.
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A reflection on Voyager 1's Pale Blue Dot image, Carl Sagan's moral vision, and why that distant photograph still matters today.
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A practical introduction to the Gaia database and its major data releases.
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A detailed guide to the ubiquitous Mulberry32 pseudo-random number generator.
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A detailed breakdown of the Gray-Scott reaction-diffusion algorithm.
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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.
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A port of a classic Snake game for the Nintendo Game Boy, written in GBZ80 ASM.
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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.
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I wrote two small shell scripts that make Seestar ALP + INDI painless on Debian.
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A practical guide to React useEffect, when to avoid it, common pitfalls, and how cleanup works.
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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.
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The classic fire effect, rendered with ASCII characters.
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A deep dive into rendering animated metaballs (aka blobs) with ray marching, PBR shading, shadows, and CPU driven simulation in WebGL and Three.js.
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An exploration of how we approximate an image using an evolutionary strategy.
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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.
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A deep dive into rendering the Mandelbulb fractal in WebGL using ray marching, distance estimation, orbit traps, and advanced shading.
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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.
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Light stretches as it travels, shifting redward and revealing motion, distance, and even the chemistry of galaxies like record-breaking JADES-GS-z14-0
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Polaris, has guided humanity for centuries thanks to its unique position in the night sky.
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Unity’s render pipelines, Built-in, URP, HDRP, offer different trade-offs in performance, visuals, and flexibility.
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A slow walk on Earth can shift our view of what’s happening right now in a galaxy millions of light-years away.
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A brief report in my latest astrophotography session, where I captured NGC6960, also known as the Veil Nebula.
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A quick reference guide to React hooks.
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Learn how to set up the Seestar S50 smart telescope in Stellarium using accurate sensor and telescope parameters.
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A practical implementation of the MRS fractal technique, a simple iterative transform built from mirror, rotation, and scale operations.
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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.
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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.
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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.
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Part 1 of a blog post series on full stack development, where I walk through the process of building a simple task management app.
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I've introduced a feature that lets you listen to my blog's content being read aloud.
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A step-by-step guide for creating a 'hello world' ROM for the Nintendo Gameboy in assembly
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A brief guide on encrypting and decrypting tar archives with gpg
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A guide on how to make the ZEXMTE BT-506 dongle work in Debian
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A tutorial on using telegram to generate notifications
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Notes on using Docker in Debian
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A fun experiment in using text to render animated images in a terminal
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Notes on a lossy unsigned float number compression technique
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This article introduces shadow mapping, a technique for creating shadows in graphics.
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A tutorial on interfacing a peripage printer via the command line
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A brief guide on using Yubikey as an authentication method with GDM
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A brief guide on resolving Intel's PSR issues
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A brief post on generating images with Midjourney
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Brief notes on building a brachiograph plotter
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A brief survey of normal blending techniques
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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.
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A short case study on how to bring old software back to life