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Showing posts from July, 2026

Phasewise Code Recasting

  Phasewise Code Recasting Phasewise Code Recasting is a descriptive principle in which the same value or processing target is recast into the code representation best suited to each phase, such as input, evaluation, accumulation, and output. For example, mouse coordinates appear first as properties of a harness, then as local variables during condition checking, as an array stored in a FIFO during history accumulation, and finally as arguments passed to the circle function during rendering. What matters here is that the target itself does not become a different entity; rather, the way it is read and passed changes as the process advances. Where conventional design often defines a unified data structure in advance and places all operations inside it, this notation permits each phase to adopt its most natural form. Lightweight JavaScript features—such as destructuring, condition arrays, FIFO storage, and spread syntax—serve as points of connection between phases. This makes it easi...

Famicom Programming Even Giko Cat Can Understand

  Famicom Programming Even Giko Cat Can Understand is a Japanese-language tutorial that invites the reader to appreciate the Family Computer not merely as a finished consumer product, but as a small computer in which the CPU, PPU, memory, interrupts, and input devices operate in close coordination. Beginning with the installation of NESASM, the course proceeds through palettes, sprites, controller input, zero-page memory, DMA, VBlank, background scrolling, sound, the stack, raster scrolling, indirect addressing, and memory mappers. The reader therefore comes to understand a game not simply as a completed arrangement of images and sounds, but as a process of allocating time instruction by instruction, placing state within limited memory, and rewriting the screen in synchronization with the scanlines. The distinctive appeal of the site lies in its rejection of the polished abstractions associated with modern frameworks. Through examples that the author openly describes as rough and ...

# Browser-Based Robotics Simulation and Online Physics for G1

## Executive summary If your goal is to get a **Unitree G1** running *in a browser*, the strongest practical options split into three tiers. **For highest fidelity and direct use of G1’s existing MJCF assets, MuJoCo’s official JavaScript/WebAssembly bindings are the best fit**: MuJoCo natively loads **MJCF and URDF**, its web bindings are now official, and the bindings expose a workable file-system model for loading XML assets in-browser. Unitree’s own G1 description package explicitly ships **URDF and MJCF** variants, so the asset path is already aligned. The trade-off is that the web bindings are still marked **work in progress**, and you still need to build a small upload/asset-loading wrapper yourself. citeturn14view1turn15view1turn19view0 If you want the **fastest path to “a standing G1 in the browser”**, **Three.js + URDFLoader** is the easiest route. It is effectively a browser-native robot viewer with joint control, drag-and-drop examples, package-path handling, and custom...