17 May 26

Not related to LLM garbage in any sort of way.

Talks about using Monte Carlo search (from Chess algorithms) to simulate future game states and coordinate AI in a turn-based action rpg. Awesome stuff


03 Mar 26

28 Feb 26

A common problem in robotics and computer graphics is calculating the proximity between objects, and the closest points of collision. This page contains some useful equations for the closest points between points and line segments, building up to the closest points between two line segments.


Awesome series of articles on 2d and 3d transforms. Despite it being for robotics it seems general enough for computer graphics in general. The explanations are just so extremely solid. Love it.