Fields
The archive's classification. Every entry belongs to one field and, usually, one section within it; the class code on an entry (RE.2, say) is field and section together. For anything that cuts across fields, use tags.
- RE10 entries
Reverse engineering
Taking software, formats and hardware apart to learn how they work.
Sections of Reverse engineering RE.1 Binaries & disassembly Executables, machine code, calling conventions, patching. 1 RE.2 Game engines & runtimes Unity, Unreal, IL2CPP, Mono, scripting layers and their internals. 0 RE.3 Consoles & emulation Console hardware, disc images, emulator-level work. 3 RE.4 File formats & archives Container formats, compression, asset packing, save files. 6 RE.5 Protocols & networking Wire formats, netcode, telemetry and client/server behaviour. 0 -
Sections of Software engineering SW.1 Tools & pipelines Scripts, build systems, developer tools. 0 SW.2 Architecture & design How systems are put together and why. 0 SW.3 Performance Profiling, measurement and making things faster. 0 SW.4 Automation Making machines do the repetitive part, from macros to schedulers. 0 - AI0 entries
AI research
Agent systems, evaluations, local models and experiments with machine learning.
Sections of AI research AI.1 Agents & workflows Models that use tools, plan and work in loops. 0 AI.2 Evaluation Measuring what a model actually does, as opposed to what it claims. 0 AI.3 Local models Running, quantising and tuning models on your own hardware. 0 AI.4 AI-assisted discovery Results reached with AI help, with the AI's part disclosed. 0 -
Sections of Game development GD.1 Modding Changing games that already exist. 0 GD.2 Design & mechanics Rules, balance, feel and systems design. 0 GD.3 Worlds & content Levels, terrain, art pipelines and real-world replicas. 0 -
Sections of Science & simulation SC.1 Simulation Artificial life, physics and agent-based models. 0 SC.2 Biology Living systems, from cells to crops. 0 SC.3 Method Experimental design, statistics and falsification. 0 -
Sections of Data & geospatial DA.1 Geospatial analysis Elevation, imagery, parcels and anything with coordinates. 0 DA.2 Data engineering Pipelines, formats and storage for data that keeps growing. 0 DA.3 Visualisation Charts, maps and other ways of seeing a dataset. 0 -
Sections of Mathematics MA.1 Problems Specific problems and progress on them. 0 MA.2 Formal proof Proof assistants and machine-checked mathematics. 0