Powered by AdaLogic BASIC
Finish the first five starter lessons. Then open the constellation map and spend XP to unlock nearby lessons.
Constellation map
Click an open cell to study it. Unlocks stay on the map. The Computational Graphics, Game Development, Software Development, and Computer Engineering studios each cost 300 XP.
ALB Academy Arcade
Spend XP to unlock mini-games. Every unlock earns a badge.
Math
Math for builders: open a category to see its first five lessons.
Arithmetic & Number Systems
Count, compare, and calculate in the bases computers use.
Understand numbers used by hardware
+
First five lessons
- Read binary the way registers store it
- Use hexadecimal for colors and bytes
- Find place value and bit positions
- Use remainders and modulo loops
- Avoid integer overflow
Used for: types, memory, colors, and timing.
Algebra
Turn patterns into reusable equations and functions.
Model relationships with equations
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First five lessons
- Write game rules as expressions
- Solve for missing speed, time, or damage
- Model linear growth and difficulty
- Model projectile arcs and height
- Scale values with exponents and logarithms
Used for: gameplay formulas and balancing.
Boolean Logic & Discrete Math
Reason about true/false systems, sets, and structures.
Make reliable true/false decisions
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First five lessons
- Decide with AND, OR, and NOT
- Read truth tables for game input
- Flag states with bit masks
- Count outcomes with permutations and combinations
- Model menus, maps, and states with graphs
Used for: input, states, circuits, and collision layers.
Vectors & Linear Algebra
Describe position, direction, and transformation.
Move objects in 2D and 3D
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First five lessons
- Represent position and displacement
- Normalize movement and aim direction
- Check facing and projection with dot products
- Rotate and scale with matrices
- Convert local, world, and screen coordinates
Used for: sprites, cameras, and physics.
Trigonometry
Connect angles, circles, rotation, and oscillation.
Rotate, aim, and oscillate
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First five lessons
- Measure position with radians and degrees
- Create oscillation with sine and cosine
- Rotate sprites and turrets
- Aim with angles and inverse trigonometry
- Control phase, frequency, and amplitude
Used for: orbits, waves, and animation.
Geometry
Measure space, shapes, and collisions on screen.
Measure worlds and collisions
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First five lessons
- Work in pixel coordinates and screen space
- Measure distance and midpoints
- Draw rectangles, circles, and polygons
- Test hits with bounding boxes
- Lay out levels with geometric transforms
Used for: rendering, levels, and collisions.
Calculus
Understand motion as rates of change and accumulation.
Create smooth frame-based motion
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First five lessons
- Track velocity as changing position
- Respond to acceleration and force
- Accumulate motion across animation frames
- Ease movement in and out naturally
- Update on a fixed timestep
Used for: smooth motion and physics tuning.
Probability & Statistics
Control randomness and learn from game data.
Design fair randomness
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First five lessons
- Seed random outcomes fairly
- Choose uniform versus weighted outcomes
- Calculate expected loot and damage
- Sample data with averages and histograms
- Vary content with procedural noise
Used for: loot, terrain, and balancing.
Numerical Computing
See how hardware approximates real numbers.
Keep calculations stable
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First five lessons
- Understand floats and rounding
- Compare values with tolerances
- Interpolate and clamp safely
- Choose units and scales deliberately
- Avoid unstable calculations
Used for: hardware math and simulations.
Physics
Apply equations to motion, forces, and timing.
Simulate believable motion
+
First five lessons
- Relate position, velocity, and time
- Build gravity and jumping arcs
- Simulate friction, drag, and springs
- Detect collisions and calculate bounce
- Measure timing, frequency, and signals
Used for: game feel and hardware timing.
Philosophy
Big questions behind the code — how we think, what we value, and what it means to build.
Logic & Reasoning
Truth, fallacies, and how to argue well.
PlannedEthics of Code
What we build, and who it helps or harms.
PlannedMind & Machine
Can a machine think? What is intelligence?
PlannedEpistemology
How we know, and what counts as proof.
PlannedAbstraction
Naming things, and the layers in between.
PlannedAesthetics
Why some things feel beautiful and clear.
PlannedScience
How the world works — the laws, forces, and systems that surround every program.
Physics
Motion, energy, and the rules of the universe.
PlannedChemistry
Atoms, bonds, and reactions.
PlannedBiology
Life, cells, and living systems.
PlannedAstronomy
Stars, orbits, and the cosmos.
PlannedEarth Science
Climate, geology, and our planet.
PlannedProbability
Chance, data, and finding patterns.
PlannedLadybug Lampoozle
Guide the ladybug with your mouse or WASD. Eat green aphids for score and health — ants, beetles, and millipedes drain your health bar.