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HTML5 prototype of a planet gravity platform using Phaser 4 and Arcade physics, written in TypeScript
A gravity-rotating movement system built with Phaser 4 and TypeScript, where a character walks around floating terrain by dynamically reassigning gravity instead of falling off edges. Movement and jumping are defined in surface space rather than world space, allowing seamless transitions around corners while keeping Arcade Physics fully in control.
Understanding QuadTrees: organizing space to reduce unnecessary work
QuadTrees organize space instead of objects, allowing spatial queries to skip large, irrelevant areas with a single check. This makes proximity searches and collision detection far more efficient in games and interactive applications. In this article, we explore how QuadTrees work and visualize them with a practical DOM-based example.
Processing Astronomical Images with Python and OpenCV

Let’s Look Deep Into Space
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Redesigning my microkernel from the ground up
As you may recall, circa 2022-2023 I was working on a microkernel written in Hare named Helios. Helios was largely inspired by and modelled after the design of seL4 and was my first major foray into modern OS development that was serious enough to get to a somewhat useful state of functionality, with drives for some real hardware, filesystems, and an environment for running user programs of a reasonable level of sophistication.
Helios development went strong for a while but eventually it slowed and eventually halted in a state of design hell. Since Helios was my first major OS project at this scale and with this much ambition, the...
Understanding how to use Mulberry32 to achieve deterministic randomness in JavaScript
Randomness is rarely truly random in games. This article explains how Mulberry32 turns a single seed into a fully reproducible sequence of values, with a minimal JavaScript demo and real-world videogame applications.