Subject: Computer Science
Developing Indus
Nearly a decade ago, I stumbled upon Peter Shirley's Ray Tracing in One Weekend series and it completely captivated me. The only problem was that I had no exposure to computer science, programming, or practically any related domains. At the time, I was an audio engineer and a project like this felt a distant dream. I'd revisit the book occasionally, marvel at all the cool things and that was that.
In 2018, I took my first real step by enrolling in a game-development undergraduate program. It was a mixed bag by any metric. The programme was not standardized nor was it rigorous (and I’m being charitable). What it did do was introduce me to some amazing people who were a decade younger but accomplished fantastic things. It was brutally humbling and still is. I learned a lot of ad-hoc C++, some Unity, and Unreal Engine was my engine of choice and where I focused on the most. Scrambling in the trenches past the barrage of tests and other tribulations on the personal front left very little time for any real stock-taking or extracurricular learning.
The Tao of Types
Simple Types Before ░░░░ dependent types with ░░░░ ░░░░ ░░░░ ░░░░ we’ll take ░░░░ ░░░░ ░░░░ something ░░░░ ░░░░ ░░░░ simple types░░░░ starting ░░░░ ░░░░ ░░░░ ░░░░ type of all, the functon type $\_\to\_$. ░░░░ ░░░░ ░░░░ ░░░░ types is that ░░░░ ░░░░ not ░░░░ what to ░░░░ ░░░░ We’ll ░░░░ this with ░░░░ which work ░░░░ any ░░░░ called $\textsf{Set}$ in Agda. That is, ░░░░ will ░░░░ polymorphic ░░░░ without introducing a ░░░░ ░░░░ ░░░░ ░░░░ which ░░░░ ░░░░ do later once we have dependent ░░░░ in our arsenal. ░░░░ of polymorphic constructions ░░░░ ░░░░ $\textsf{id}$ and composition $\_ \circ \_$ ░░░░ ░░░░ ░░░░ a first ░░░░ of ░░░░ ░░░░