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A probabilistic programming language embedded in Haskell.
My previous post received a lot more attention than I had been expecting. This is a short debrief of my experience.
This post delves into the implementation of my procedural earth simulation, written entirely in GLSL fragment shaders. It simulates the complete history of an earth-like planet in a few minutes, with the simulation updating at 60 frames per second.
This is a quick tutorial on implementing a simple quantum mechanics simulator in a GLSL fragment shader. Prior knowledge of physics or GLSL is not required, but some familiarity with differential equations and C/C++ will be helpful. The goal is not to explain any of the physics involved, merely to demystify it by demonstrating how it can be simulated in less than 50 LOC.