Capability tree

Branches.

Not all branches are the same. Some are foundational and explain reusable concepts. Others are applied and show where those concepts become useful in products, games, infrastructure, and systems.

Foundational branches

Math & Arithmetic

Arithmetic, geometry, trigonometry, vectors, probability, graphs, optimization, and systems math.

Open Math & Arithmetic →

Physics

Motion, energy, momentum, waves, sound, light, heat, electricity, magnetism, and real-world system behaviour.

Open Physics →

Computer Science

Data structures, algorithms, state machines, concurrency, databases, networking, distributed systems, and security fundamentals.

Open Computer Science →

Electricals & Electronics

Signals, circuits, timing, sampling, filters, sensors, communication, microcontrollers, and embedded interfaces.

Open Electronics →

Applied branches

Game Development

Movement, collision, combat, networking, balancing, procedural systems, and interactive design.

  • Leaves: game dev explainers
  • Leaves: RetroKrafters devlogs
  • Leaves: playable demos

AI / Infrastructure

Vectors, matrices, probability, queues, inference systems, observability, evaluation, and deployment.

  • Leaves: hybrid-rag
  • Leaves: self-hosted LLM notes
  • Leaves: infrastructure diagrams

Platform Engineering + DevSecOps

Microservices, cloud systems, delivery workflows, auditability, incident readiness, and practical production safety.

Hardware / Embedded Systems

Operator stations, arcade hardware, physical controls, sensors, embedded interfaces, and experimental physical computing.

Foundational Branches
├── Math & Arithmetic
├── Physics
├── Computer Science
└── Electricals & Electronics

Applied Branches
├── Game Development
├── AI / Infrastructure
├── Platform Engineering + DevSecOps
└── Hardware / Embedded Systems