A reference manual for curious builders

Making
Software

A visual tour of the hardware, mathematics and hidden systems underneath everyday software.

Explore all 32 chapters
FIG_001How a screen works chapter cover
[ DIGITAL DISPLAYS ]
FIG_002Drawing curves chapter cover
[ BÉZIER CURVES ]
FIG_003How a GPU works chapter cover
[ GRAPHICS HARDWARE ]

Look beneath the interface.

Touchscreens, colour spaces, fonts, GPUs, compression and networks all feel simple because layers of engineering keep their complexity out of sight.

This collection opens those layers. Each chapter uses diagrams and plain language to connect what appears on screen with the physical and mathematical systems underneath.

Table of Contents.

v1.0

1. Pixels and Color

The physical and mathematical constraints that turn electrical signals into visible colour and interactive pixels.

2. Fonts and Vectors

How smooth mathematical shapes become paths, letterforms, icons and finally pixels on a square grid.

3. 3D and Graphics

The parallel hardware and mathematical shortcuts that draw flat images of convincing three-dimensional worlds.

4. AI and ML

How learned numerical representations turn examples into predictions, generated language and synthetic images.

5. Data and Compression

How software represents information with bits, removes redundancy and stores durable states in physical materials.

6. Networking and The Web

The signals, packet rules and browser machinery that move information between machines and turn it into interfaces.

7. Compilers and Interpreters

What source code means, how languages translate human intent, and why some programs execute faster than others.

8. Misc

Ingenious technical ideas that resist a tidy category but reward a closer look.