Archive
2024/11 – Tuning a Sokoban Policy Net
2024/10 – 3D 2-Bone Inverse Kinematics
2024/09 – Impulse Responses
2024/08 – 2D Collision Detection and Resolution
2024/06 – A Sokoban Policy
2024/05 – Differential Evolution
2024/04 – Transformers – How and Why They Work
2024/03 – Skeletal Animation
2024/02 – Posing Meshes with OpenGL
2024/01 – Rendering with OpenGL
2023/12 – A Side Scroller Physics System
2023/11 – Optimization is Ax = b
2023/10 – Global Path Planning and Local Refinement
2023/09 – TOOM with Non-Euclidean Geometry
2023/08 – Taking TOOM Off-Grid, without BSPs
2023/07 – A Handcrafted Wedding
2023/06 – Billboard Sprites
2023/05 – Textures for Wolfenstein
2023/04 – Wolfenstein 3D Raycasting in C
2023/03 – Subsumption Architectures and Transformers
2023/02 – 2D Player Collision against Static Geometry
2023/01 – Cart Pole Actor Critic
2022/12 – Cart Pole with Actuator Limits
2022/11 – Cart Pole Controllers
2022/10 – Convex Duality
2022/09 – Embedded Contours with Marching Squares
2022/08 – Delaunay Triangulations
2022/07 – How We Wrote Another Textbook
2022/05 – Packing Order Search for Sokoban
2022/04 – Propulsive Landing
2022/02 – Push-Permutation Optimization of Sokoban Solutions
2022/01 – Sokoban Reach and Code Performance
2022/01 – Basic Search Algorithms on Sokoban
2022/01 – Hierarchical Temporal Memory of the 1000 Brains Theory
2018/10 – How We Wrote a Textbook
2017/11 – AlphaGo Zero – How and Why it Works
2014/08 – Model Inference in the Presence of Truncated, Censored, or Missing Data