C/C++
From C to modern C++: pointers, memory and the stack and heap first, then RAII, templates, move semantics and the patterns that power performant game engines.
Every piece built in front of you, every formula explained term by term.
I believe all knowledge should be free, open to everyone and easy to understand. I made this place to teach everything I can, for free and in an intuitive way: every formula explained term by term, and figures you can play with right in your browser.
languages, the machine underneath them, and the ideas behind fast programs
From C to modern C++: pointers, memory and the stack and heap first, then RAII, templates, move semantics and the patterns that power performant game engines.
x86-64 assembly from the ground up with NASM: registers and memory, mov and addressing, flags, jumps and the stack, calling conventions, then reading compiler output, floating point, SIMD and the CPU pipeline — every instruction stepped through on a live CPU.
Algorithms and data structures built from scratch in C++: memory and Big-O, recursion, sorting and searching, lists, hash tables, trees, heaps and graphs — every step traced in an interactive figure.
Artificial intelligence from scratch in C++: data and features, regression and gradient descent, classic machine learning, neural networks and backpropagation, deep learning, reinforcement learning and game AI — every formula derived, every model trained by hand.
from the first window to the GPU pipeline
Understand the full OpenGL pipeline: vertex buffers, shaders, textures, framebuffers, and compute shaders — through hands-on C++ code.
Master GLSL types, built-in functions, SDFs, procedural noise and shader techniques — from first principles to a production-ready Shader class.
Build real applications with SDL3: window management, input handling, audio, and a complete 2D rendering loop using C++.
Game loops and fixed timesteps, easing and springs, randomness and Perlin noise, collision detection and the patterns behind fast game code — with interactive figures.
Vulkan 1.3 from an empty window to a textured 3D scene: instance and devices, swapchain, pipelines, command buffers, synchronization, memory and descriptors — the explicit GPU API, every object explained.
maths worked by hand and the world it explains
Mathematics from the ground up: arithmetic, algebra, geometry, trigonometry, linear algebra and calculus, worked by hand — every formula explained, every idea interactive.
Physics from the ground up: motion, forces, energy and momentum, rotation, gravity and orbits, oscillations and waves, fluids and heat, electromagnetism and light, then analytical mechanics, relativity, quantum mechanics, particles and cosmology — every law derived, every idea simulated.
Chemistry from the ground up: atoms and the periodic table, bonds and molecules, moles and reactions, gases and solutions, energy and reaction rates, equilibrium, acids and bases — every formula explained, every idea interactive.
theory you can hear, on piano or guitar
Music from the ground up: sound and pitch, rhythm and meter, notes and the staff, intervals and scales, chords and harmony, keys and progressions, melody and form — every idea heard, every rule explained.
Every lesson is built around drawings like these. Move the slider and watch the formula follow. Each one opens the lesson that explains it.
Each path joins tracks in the order in which one prepares the next.
From vector maths to your own engine on Vulkan.
From your first pointer to a game with a loop, physics and collisions.
What the computer does with your code, one instruction at a time.
No formula appears without saying what each letter means, where each constant comes from and why each step is allowed.
Drag points, move sliders and rotate 3D scenes. The figures run in the browser, on phones too.
Full-screen guided labs with goals and questions, and rounds of 10 exercises to fix what you read.
Lessons you have read are marked in this browser, with no account and no sign-up.