NCoT Wiki¶
Notes to myself, published in case they are useful to anyone else. This is the scruffy end of ncot.uk — working notes, half-finished reference material and things I looked up once and got tired of looking up again. The blog posts and projects are on the main site; this is the pile of notes behind them.
Nothing here is a tutorial and none of it is proofread. Use the sidebar to browse, or the search box, which indexes every page.
Recently updated¶
- 2026-10-23 · Fixing the Black Screen on Scene Switch — Linux
- 2026-10-23 · equation for a straight line — Maths
- 2026-10-23 · Binary multiplication method — Maths
- 2026-10-23 · decision parameter — Graphics / Rasterisation
- 2026-10-23 · Drawing a line on a screen — Graphics / Rasterisation
- 2026-10-23 · AStar Pathfinding — Game Development / AI and Pathfinding
- 2026-10-23 · Camera Follow (with deadzone) — Game Development / Camera
- 2026-10-23 · Camera Follow (with lerp smoothing) — Game Development / Camera
- 2026-10-23 · AABB vs AABB (Axis-Aligned Bounding Box) — Game Development / Collision and Physics
- 2026-10-23 · Basic Impulse Resolution (with restitution) — Game Development / Collision and Physics
Sections¶
- Game Development — How I structure a game: movement, collision and physics, AI, cameras and design principles. (55 notes)
- Graphics — Putting pixels on a screen: rasterising lines and triangles, dithering and quantisation, image file formats, and procedural generation. (27 notes)
- Hardware — Microcontrollers, retro computers and 3D printing. (3 notes)
- Health — Training and fitness notes. (1 note)
- Linux — Runbooks for the jobs I do rarely enough to forget between times: upgrades, clocks and suspend. (10 notes)
- Maths — Maths that might be useful to programmers. (13 notes)
- Programming — C style and tricks, tools such as Git and Neovim, and Motion Canvas for explainer videos. Game development, graphics and maths have their own sections. (9 notes)
- Recipes — Dinners I actually cook, with the macros worked out. (16 notes)
Start here¶
The ones with real substance in them, rather than three lines of commands:
- C Coding Convention — the style guide I hold myself to in C: naming, structs, return values and when a struct is the wrong answer.
- Duff's Device — a slow walk through Duff's device and why it is legal.
- Component Organisation — how to split game logic into systems, and when to use a queue instead of a direct call.
- Collision Response — deciding what a collision should actually do, with the event plumbing written out.
- Transformation Matrices — model, view and projection matrices, and where the perspective divide comes from.
- Motion Canvas TypeScript and React — TypeScript and React concepts, for someone who writes C.
How this wiki is organised, if you are me and have forgotten.