Things you can poke at
Interactive explainers for game programmers: engine fundamentals, a real ECS running in your browser, game AI, physics, and labs for pathfinding and tactical analysis. Every example runs live, so change it and see what happens.
engine
What the hardware and the engine underneath actually do: cache lines and data layout, handles and allocators, fixed timesteps, determinism, spatial partitioning from grids to octrees, job systems, threads and fibers, profiling, and hot reloading code. The "why" under the flecs lessons.
Start here →Lessonsflecs
The flecs entity component system, explained with a live world in every lesson. Add components and watch archetypes form, see which tables a query matches and what it caches, step systems, and fire observers.
Start the lessons →Lessonsgame ai
How game agents choose what to do, move and read the map: utility scoring, behaviour trees, goal-oriented and HTN planning, steering and context steering, avoidance from separation to ORCA, formations and terrain analysis, all live so you can watch them think.
Start the lessons →Lessonsphysics
How rigid-body engines work, on a small 2D engine you can pause and step: broadphase, contact manifolds, solvers that hold stacks, sleep, fast bodies, joints and characters. Then real Jolt, Box3D and Bullet side by side in your browser, Chaos and PhysX, and wiring physics into flecs through handles.
Start the lessons →Labpathing lab
Paint a map and watch A*, HPA*, navmeshes, roadmaps and vehicle planners search it, step by step, side by side. With concept notes for each idea.
Open the lab →Labtactics lab
Terrain analysis for AI on a 2.5D map: clearance, choke points for movement and for sight, openness, cover generation by scanning and by sampling, exposure to threats, and picking the best cover. With concept notes for each idea.
Open the lab →