<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Coding on Paul's Particles</title><link>https://paulstapel.com/categories/coding/</link><description>Recent content in Coding on Paul's Particles</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Sun, 24 May 2026 15:21:47 +0200</lastBuildDate><atom:link href="https://paulstapel.com/categories/coding/index.xml" rel="self" type="application/rss+xml"/><item><title>Some views on AI</title><link>https://paulstapel.com/context-engineering/</link><pubDate>Sun, 24 May 2026 15:21:47 +0200</pubDate><guid>https://paulstapel.com/context-engineering/</guid><description>AI, you may love it, you may hate it, but it&amp;rsquo;s here. Just like the rest of the world, I have been exposed to Large Language Models for a few years now, but only recently have I been able to see through the hype or criticism to actually form a coherent stand on what I think AI can and can&amp;rsquo;t do. Most importantly, despite initial criticism, I have come to appreciate that there is quite some craftsmanship in getting AI to actually do what you want it to, and that boils down most strongly to context engineering.</description></item><item><title>A/B Testing Frameworks</title><link>https://paulstapel.com/ab-testing-frameworks/</link><pubDate>Sat, 14 Mar 2026 17:13:09 +0100</pubDate><guid>https://paulstapel.com/ab-testing-frameworks/</guid><description>As I recently published an article on how A/B testing could be implemented for things like algorithms, I wanted to expand on this by also considering a few frameworks that can enable me to actually implement this in a robust way. I don&amp;rsquo;t really like reinventing the wheel, and think it is wise to first look at solutions already available to me before deciding to roll my own.
Requirements To start things off, as always with good architecture design, I&amp;rsquo;d like to discuss some of the requirements I have for such a framework.</description></item><item><title>Designing An Algorithm Framework for A/B testing</title><link>https://paulstapel.com/algorithm-testing-framework/</link><pubDate>Tue, 10 Mar 2026 10:42:39 +0100</pubDate><guid>https://paulstapel.com/algorithm-testing-framework/</guid><description>This week, I worked on writing some code to abstract out algorithms for the purpose of making continuous development of these algorithms possible, as well as the A/B testing to compare different parameters or implementations. This was quite a considerable design choice for our program, and because of this, I wanted to share my thought process and the challenges I faced when building this.
Defining &amp;ldquo;algorithm&amp;rdquo; (what do we want to abstract?</description></item><item><title>Setting Up A (MonoGame) .NET Project</title><link>https://paulstapel.com/setting-up-monogame/</link><pubDate>Sun, 20 Jul 2025 15:33:42 +0200</pubDate><guid>https://paulstapel.com/setting-up-monogame/</guid><description>In the spirit of working on Game Development, I wanted to quickly share with you my current directory structure. Creating a good structure for your projects can be quite the task, as there are many ways to go about it. Besides that, there isn&amp;rsquo;t really any clear guidance to be found online (in my opinion). Therefore, I wanted to share my approach. It may not be perfect, but it works for me.</description></item><item><title>How to Manage Player Input - Part 2: Events</title><link>https://paulstapel.com/handling-user-input2/</link><pubDate>Sun, 06 Jul 2025 20:16:21 +0200</pubDate><guid>https://paulstapel.com/handling-user-input2/</guid><description>Here we are again, back with the second part of this 2-part series on input handling. Last time, we looked into how to use polling, commands and states to represent a lot of what can be done with inputs. Complex games, however, operate in a slightly different way. We will be looking at three ways to use events in our input handling, and how this can further elevate our engine.</description></item><item><title>How to Manage Player Input - Part 1: Polling</title><link>https://paulstapel.com/handling-user-input/</link><pubDate>Sun, 06 Jul 2025 12:10:42 +0200</pubDate><guid>https://paulstapel.com/handling-user-input/</guid><description>So I have slowly been working on a game lately, and I wanted to share some of the problems I face and my solutions to those problems. I find that a definitive guide to input handling was something I could not really find online, and although input handling can be done in simple ways, I&amp;rsquo;d like to make a system to make it more robust and extensible. I wanted to share my findings and opinions here, as I have found that there is not enough information about this topic online.</description></item><item><title>Ode to MVPs</title><link>https://paulstapel.com/ode-to-mvp/</link><pubDate>Sat, 19 Apr 2025 08:49:06 +0200</pubDate><guid>https://paulstapel.com/ode-to-mvp/</guid><description>I believe humans have an innate urge to create things. We like being creative and making things like books, paintings or clothes. It is quite a shame, then, that people often have a rough time getting started with such a creative project. Procrastination is quite easy, and one large part in this is that it takes time before a project actually becomes fun to work on. It doesn&amp;rsquo;t help that the start of a project is usually the time when you are most overwhelmed with options.</description></item><item><title>Creating a Table of Contents</title><link>https://paulstapel.com/creating-table-of-contents/</link><pubDate>Wed, 16 Apr 2025 15:15:55 +0200</pubDate><guid>https://paulstapel.com/creating-table-of-contents/</guid><description>Ok, so as my blog has been growing recently, I decided it was about time I started implementing some more features. One of the things I wanted to add was a little floating table of contents. From there, users would be able to more easily navigate through a given page, and as I have just recently implemented my codex, I felt it was about time to create this. As I found it rather difficult to find things about this online, I wanted to quickly share my implementation.</description></item><item><title>3D Rotation in Python with quaternions</title><link>https://paulstapel.com/3d-rotation-python/</link><pubDate>Sat, 20 Apr 2024 15:55:07 +0200</pubDate><guid>https://paulstapel.com/3d-rotation-python/</guid><description>Today, I wanted to share a bit of code that you can use to rotate any 3D vector using Python. If you want to read a bit about how the code works, and why quaternions are useful, keep reading. If you are only interested in the code, I have it in full on my GitHub
Quickly, what is a quaternion? A quaternion is an extension of the complex numbers into 4 dimensions.</description></item><item><title>VScode extensions that boost my productivity</title><link>https://paulstapel.com/vscode-extensions/</link><pubDate>Sat, 06 Apr 2024 20:57:18 +0200</pubDate><guid>https://paulstapel.com/vscode-extensions/</guid><description>As I have stated in my setup-page, I use VScode as my main text editor. I especially like the ability to customize your coding environment with extensions. Today, I will share the extensions that really give a boost to my work.
Better Comments This first extension allows me to better manage and organize my annotations while coding. When starting comments with alerts (!), questions (?), TODO&amp;rsquo;s (TODO), or important tags (*), this extension automatically colors them to make them stand out more.</description></item></channel></rss>