Game engine developer by day, hobbyist game developer by night. Interested in real-time computer graphics, scientific computing, compilers and optimization.
- Earth
- All languages
- ActionScript
- Ada
- Assembly
- AutoHotkey
- Awk
- BQN
- Batchfile
- Beef
- C
- C#
- C++
- CMake
- CSS
- Clojure
- CoffeeScript
- Common Lisp
- Component Pascal
- Crystal
- Cuda
- D
- DIGITAL Command Language
- Dockerfile
- Forth
- Fortran
- Futhark
- GDB
- GDScript
- GLSL
- Go
- HLSL
- HTML
- Haskell
- Haxe
- HolyC
- Java
- JavaScript
- Julia
- Jupyter Notebook
- Kotlin
- Lean
- Logos
- Lua
- MATLAB
- Makefile
- Markdown
- Mathematica
- Nim
- Objective-C
- Objective-C++
- Odin
- PHP
- POV-Ray SDL
- Pascal
- PostScript
- PowerShell
- Python
- Racket
- Ruby
- Rust
- SCSS
- SWIG
- Sass
- Scala
- Scheme
- ShaderLab
- Shell
- SuperCollider
- Swift
- SystemVerilog
- Tcl
- TeX
- TypeScript
- UnrealScript
- Verilog
- Wren
- Zig
- eC
- nesC
Starred repositories
7
stars
written in Assembly
Clear filter
Continuous Unix commit history from 1970 until today
A running-jumping-swordfighting game I made on the Apple II from 1985-89
Soul of a tiny new machine. More thorough tests → More comprehensible and rewrite-friendly software → More resilient society.
Contains the source code examples described in the "Intel® 64 and IA-32 Architectures Optimization Reference Manual"
Assembler and example programs for the CHUNGUS 2 Minecraft CPU.