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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.

Emanuele Feronato
Posted at 2026-01-21 10:50:19 | Software | read on

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.

Emanuele Feronato
Posted at 2026-01-19 08:43:29 | Software | read on

Processing Astronomical Images with Python and OpenCV

Let’s Look Deep Into Space

Dmitrii Eliuseev
Posted at 2026-01-16 18:09:31 | Software | read on

Is QSpy still cool? Let's play QuakeWorld!

Fabien Sanglard
Posted at 2026-01-16 00:00:00 | Software | read on

Building a 1997 Quake PC: Benchmarking GLquake

Fabien Sanglard
Posted at 2026-01-14 00:00:00 | Software | read on

Building a 1997 Quake PC: Benchmarking Vquake

Fabien Sanglard
Posted at 2026-01-13 00:00:00 | Software | read on

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...

Drew DeVault's blog
Posted at 2026-01-12 00:00:00 | Software | read on

Building a 1997 Quake PC: Benchmarking Quake

Fabien Sanglard
Posted at 2026-01-12 00:00:00 | Software | read on

2026-01-10

dwm 6.7 released: download

suckless.org news
Posted at 2026-01-10 00:00:00 | Software | read on

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.

Emanuele Feronato
Posted at 2026-01-08 16:20:30 | Software | read on
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Однажды китайский ученый Ли Хунь Янь обнаружил некоторую незначительную, однако, существенно отличающуюся от фона корреляцию между количеством псилоцибина потребляемого корфуцианскими медузами и характером передвижения оных по стенкам четырехсотлитровго шарообразного аквариума, установленного в лаборатории по случаю празднования сто второго полугодичного затмения от начала новой эры Сингулярного Прорыва. Недолго думая, Ли Хунь Янь приделал к щупальцам медуз источники излучения в видимом диапазоне но с разной длинной волны, заснял весь процесс шестью камерами с 48 часовой выдержкой, симметрично расставив последние вокруг сосуда, где резвились подопытные и через неделю собрал прелюбопытнейший материал, который, в свою очередь, лег в основу фундаментального труда, ныне известного, как теория полутретичных n-многообразий простой метрики Ли Хунь Янь, с которой (с некоторыми упрощениями и оговорками) я, по мере сил, постараюсь познакомить любопытного и пытливого читателя.

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