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.

  1. RE

    Reverse engineering

    Taking software, formats and hardware apart to learn how they work.

    10 entries
    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
  2. SW

    Software engineering

    Building tools and systems, and what was learned building them.

    0 entries
    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
  3. AI

    AI research

    Agent systems, evaluations, local models and experiments with machine learning.

    0 entries
    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
  4. GD

    Game development

    Designing, building and modding games.

    0 entries
    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
  5. SC

    Science & simulation

    Experiments, models and simulations, run with controls.

    0 entries
    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
  6. DA

    Data & geospatial

    Collecting, cleaning, mapping and analysing data.

    0 entries
    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
  7. MA

    Mathematics

    Problems, proofs and formal verification.

    0 entries
    Sections of Mathematics
    MA.1 Problems Specific problems and progress on them. 0
    MA.2 Formal proof Proof assistants and machine-checked mathematics. 0
  8. RH

    Rabbit holes

    Unexpected technical detours, followed further than strictly necessary.

    0 entries
  9. LAB

    The lab

    How Quana Labs works, keeps its records and decides what counts as evidence.

    1 entry

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