Some possible/not possible sources that could be used to manually bootstrap content:
Lecture note upload website:
Physical layer by Ciro Santilli 37 Updated 2025-07-16
This one is not generally seen by software, which mostly operates starting from OSI layer 2.
Unitary matrix by Ciro Santilli 37 Updated 2025-07-16
Applications:
Open knowledge by Ciro Santilli 37 Updated 2025-07-16
Ciro Santilli's raison d'etre, one of his attempts: OurBigBook.com.
The outcome of closed knowledge is reverse engineering.
In a vector space, a metric may be induced from a norm by using subtraction:
Turbo code by Ciro Santilli 37 Updated 2025-07-16
TODO how close does it get to Shannon's limit?
Nintendo 64 by Ciro Santilli 37 Updated 2025-07-16
This is the one that hit Ciro Santilli the hardest, coming in at the point in which he started to discern between games and the real world a little better. His parents bought it for him during a trip to Disney World in Florida in 1996 (?), since electronics were much cheaper in the USA.
So as Ciro became older, and turned into a software engineer, he started to become more and more morbidly curious about "N64 internals": tool-assisted speedrun, how the devkit looks like, how games were developed for it, hardware leaks, etc.
Luckily Ciro's mind is not interested enough by that useless shit for Ciro to seriously study it himself. But that's what YouTube is for, right? Why do useless stuff when other more useless people can do it for you?
The console has only 4 MB of RAM memory. It is quite incredible what can be done with 8 MB, from the point of view of a 2020 worls where 16 GB laptops are the norm.
Developmental biology by Ciro Santilli 37 Updated 2025-07-16
Video 1.
Where is Anatomy Encoded in Living Systems? by Michael Levin (2022)
Source.
  • we are very far from full understanding. End game is a design system where you draw the body and it compiles the DNA for you.
  • some cool mentions of regeneration
Ciro Santilli's preferred visualization of the real projective plane is a small variant of the standard "lines through origin in ".
Take a open half sphere e.g. a sphere but only the points with .
Each point in the half sphere identifies a unique line through the origin.
Then, the only lines missing are the lines in the x-y plane itself.
For those sphere points in the circle on the x-y plane, you should think of them as magic poins that are identified with the corresponding antipodal point, also on the x-y, but on the other side of the origin. So basically you you can teleport from one of those to the other side, and you are still in the same point.
Ciro likes this model because then all the magic is confined just to the part of the model, and everything else looks exactly like the sphere.
It is useful to contrast this with the sphere itself. In the sphere, all points in the circle are the same point. But this is not the case for the projective plane. You cannot instantly go to any other point on the by just moving a little bit, you have to walk around that circle.
Figure 1.
Spherical cap model of the real projective plane
. On the x-y plane, you can magically travel immediately between antipodal points such as A/A', B/B' and C/C'. Or equivalently, those pairs are the same point. Every other point outside the x-y plane is just a regular point like a normal sphere.

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