./jerome{m}

~/Notes/Index.md · hub · 5 min · updated

Notes

// a digital garden — expect seedlings

This is the lower-friction companion to my experiment write-ups. It collects learning logs, reference pages, and half-formed thoughts about rendering, geometry, and typed languages. Some will grow into proper articles; most will stay small. That is the point.

Start here

Conventions

Each note carries a status in its frontmatter:

  • seedling — a raw thought or fresh note. May be wrong, will change.
  • budding — has some shape, still evolving.
  • evergreen — stable reference I'd point someone to.

Cross-linking is encouraged. If you spot something broken, that's the garden being a garden.

Index

Languages

Colophon

  • How this site works — evergreen · the Markdown, design, and publishing system behind this site

3D rendering — fundamentals

Voxels

Building Raym

Graphics APIs

Rendering practice

Guided paths

Graphics lab

  1. Start with Raym.
  2. Follow an edit through the terrain editing loop.
  3. Build the field with Designing Scalar Fields for Procedural Terrain, then extract it with Marching Cubes, Dual Contouring, or Ray marching and SDFs.
  4. Make chunks agree with Seamless Chunked Voxel Terrain, Normals for Implicit Surfaces, and Transvoxel in Practice.
  5. Add light with Physically Based Rendering, Shadow mapping, and Deferred vs forward rendering, then tame edges with real-time anti-aliasing.
  6. Move the work to the GPU with Compute shaders, GPU Marching Cubes, OpenGL, and Vulkan.
  7. Scale the world with Spatial acceleration structures, Sparse Voxel Octrees, and GPU-driven visibility.
  8. When the picture lies, reach for Debugging Graphics Without Guessing.

Typed languages lab

Start with the Monkey interpreter and its type-design lessons. Continue through the Haskell projects and the FRP retrospective, then follow the OCaml - learning log, compare abstraction across three languages, and finish with GADTs and effect handlers.


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