About:
Marcos Pereira is a developer from Portugal focused on web, AI, and games.
Website:
Specializations:
Interests:
Outgoing Links:
Subscribe to RSS:
Gabe Newell shares his working definition of fun and discusses the concept of realism in games. He also talks about Skinner boxes and reinforcement schedules, and how unpredictability and dopamine reward prediction error coding ar...
The text discusses the concept of logarithmic progression in games, using examples from incremental/idle games and other genres. It explains how progress in games follows a logarithmic scale, requiring continuous effort from the p...
The text provides key insights on IEEE 754 floating point numbers, including the organization of a 32-bit IEEE 754 floating point number, the formula to calculate the resulting number, special cases for the exponent, and random sa...
The post discusses different options for rendering skybox elements in Unity, focusing on rendering a square sun. It explores procedural skybox shader, camera stacking, and skybox objects on the main camera. The author also explain...
The text explains how to avoid foot sliding in Unity by setting up player movement with a script and animation root motion synchronization. It provides a step-by-step approach to manipulate animation speeds and blend tree setup to...
The text discusses the concept of frame rate independence in computer simulations, particularly in games. It explains the iterative process of calculating successive simulation states, the render loop, and the physics loop. It als...
The text discusses the benefits of setting up a VPS, focusing on cost savings, learning opportunities, and the potential for economic growth. It also outlines the steps involved in setting up a VPS, including managing SSH connecti...
The text is a field guide on setting up and making use of SQLite in the strictest, least error-prone way possible. It includes a checklist for SQLite, multithreading, strict tables, types, numeric primary keys, boolean, max length...
The post explains the math behind deep learning and implements a simple network for classifying digits from the MNIST dataset. It covers backpropagation, chain rule, calculating derivatives, and writing the code for implementing b...
The post discusses the need for a simple and quick hashing algorithm for generating perlin noise in Unity. It explores the use of the Fowler–Noll–Vo 1a hash and the tricks used to make the hash look like pure white noise.