Blog

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