Mighty Professional
Gaming
AAA dev gone indie — long-form, hands-on tutorials on the systems behind games, graphics, and ML.
Tutorials
SIMD from Scratch
Sixteen XMMs, sixteen YMMs, thirty-two ZMMs and the AVX-512 mask registers. SoA vs AoS, the eight-accumulator trick that lifts a reduction from one FMA per four cycles to two per cycle, pshufb as a parallel lookup table, gather without footguns. Six live widgets, a worked frustum cull at 8 spheres per AVX2 iteration, and a clear-eyed read on the AVX-512 frequency story in 2026.
Debugging C++ in Release Mode from Scratch
The bug your QA filed is in the optimized binary, not the debug build. Reading optimized assembly when source is missing, hardware watchpoints, AddressSanitizer's shadow memory, crash-dump triage, race detection. Six live widgets and an end-to-end playbook for the binary the player runs.
x86-64 Assembly from Scratch
The CPU model your compiler is actually targeting: sixteen GPRs, the VEX/EVEX encoding, System V vs Microsoft x64, branchless code, SIMD math, μops and port pressure. Six live widgets including a register-file stepper, an instruction-encoding decoder, and a branchy-vs-branchless race.
Memory Allocators from Scratch
Every allocator an engine actually ships with: linear/bump, stack, pool, buddy, TLSF, slab. Fragmentation, AoS vs SoA, generational handles. Ten live demos, cited primary sources, and the 1965 paper Linux's page allocator still descends from.
Sorting Algorithms
The sort routines that ship inside real engines and language runtimes: introsort, pdqsort, timsort, powersort, radix, bitonic. The n log n lower bound, the 2015 timsort stack-invariant bug, branchless partitioning, and three engine case studies including draw-call sort keys.
C++ Containers
Every standard container an engine actually ships with: vector, deque, list, map, unordered_map, the adaptors, the views. Memory pictures, complexity proofs, and a live race that makes the 50× gap between vector and list visible.
Big O Notation
The language game programmers use to predict whether a system survives the jump from test scene to shipping content. Four worked engine case studies (broad-phase collision, BVH ray traversal, A*, draw-call sorting), the master theorem, and a live in-browser playground.
The C++ Memory Model from Scratch
Cache coherence, store buffers, the five orderings, false sharing, ABA, hazard pointers, the ARM-correct Chase-Lev deque. Every step a live demo, every quantitative claim cited.
Vertex Animation Textures
Bake a simulation into pixels, replay it on ten thousand mesh instances from a vertex shader. Soft body, rigid body, fluid, sprite — encoding, decoding, frame blending, and a live in-browser playground.
Neural Networks from Scratch
Build a working classifier from a single neuron up through backpropagation. No frameworks, no hand-waving. Includes a live in-browser trainer.
File Streaming for Game Engines
Build a working game-engine streamer, the kind that lets Spider-Man cross Manhattan and Nanite render a quarry of statues with no loading screens. Async I/O, GPU decompression, virtual textures, cluster streaming.
Job Systems from Scratch
Build a modern work-stealing scheduler, the kind that runs The Last of Us and Doom Eternal at 60 fps. Live demos, working C++ and Rust code, and an in-browser playground.