Uploaded April 2025 | Updated September 2026, 2 weeks ago
Let’s try building a whopping 256 bytes of random access memory (inside a digital logic simulation).
This is part 5 of my journey to explore the basics of how computer’s work. If you’d like to watch the other episodes, you can find the full playlist here:
youtube.com/playlist?list=PLFt_AvWsXl0dPhqVsKt1Ni_46ARyiCGSq&si=tYFx249Y6Nufctdb
The simulation program is in a slightly rough and unstable state as I’m developing it as I go, but if you’d like to try it out, the latest version (and source code) is available over here:
sebastian.itch.io/digital-logic-sim
github.com/SebLague/Digital-Logic-Sim
If you’d like to support me in creating more videos, consider becoming a patron of the channel:
patreon.com/c/SebastianLague
This series was largely inspired by the 8-bit breadboard computer series by @BenEater (so be sure to check that out if you haven’t already)!
Image and music credits:
raw.githubusercontent.com/SebLague/Misc-Project-Info/refs/heads/main/Digital-Logic-Sim/ram-credits.txt
Chapters:
00:00 Intro and a New Simulation
01:50 A Grid of Latches
03:12 Decoder
04:42 1-Bit Memory Cell
06:42 Rambling about Dynamic and Static Memory
08:46 16 Bits of Memory
11:41 Surprise Inspection
12:16 256 Bits of Memory
14:28 Asynchronous RAM
18:02 A Brief Note Concerning Caches
19:00 Synchronous RAM
22:28 Equality Chip
23:28 The Final Test
24:37 A Trip Down Memory Lane
Let’s try building a whopping 256 bytes of random access memory (inside a digital logic simulation).
This is part 5 of my journey to explore the basics of how computer’s work. If you’d like to watch the other episodes, you can find the full playlist here:
youtube.com/playlist?list=PLFt_AvWsXl0dPhqVsKt1Ni_46ARyiCGSq&si=tYFx249Y6Nufctdb
The simulation program is in a slightly rough and unstable state as I’m developing it as I go, but if you’d like to try it out, the latest version (and source code) is available over here:
sebastian.itch.io/digital-logic-sim
github.com/SebLague/Digital-Logic-Sim
If you’d like to support me in creating more videos, consider becoming a patron of the channel:
patreon.com/c/SebastianLague
This series was largely inspired by the 8-bit breadboard computer series by @BenEater (so be sure to check that out if you haven’t already)!
Image and music credits:
raw.githubusercontent.com/SebLague/Misc-Project-Info/refs/heads/main/Digital-Logic-Sim/ram-credits.txt
Chapters:
00:00 Intro and a New Simulation
01:50 A Grid of Latches
03:12 Decoder
04:42 1-Bit Memory Cell
06:42 Rambling about Dynamic and Static Memory
08:46 16 Bits of Memory
11:41 Surprise Inspection
12:16 256 Bits of Memory
14:28 Asynchronous RAM
18:02 A Brief Note Concerning Caches
19:00 Synchronous RAM
22:28 Equality Chip
23:28 The Final Test
24:37 A Trip Down Memory Lane







![RPG graphics E05: Run animation [Blender]
In this episode we create a basic run and idle animation for the character.
See Brackeys channel for the programming half of this series: https://www.youtube.com/user/Brackeys
Run animation reference sheet:
https://www.dropbox.com/s/mokhspbia1g6wn9/run%20ref.jpg?dl=0
Download end-of-video file here:
https://www.dropbox.com/s/9aginok90hk5wjc/Player%20run%20anim.zip?dl=1
Download start-of-video file here:
https://www.dropbox.com/s/pkm46h431r9akss/Player%20walk%20anim.zip?dl=1
RPG gameplay programming playlist:
https://www.youtube.com/playlist?list=PLPV2KyIb3jR4KLGCCAciWQ5qHudKtYeP7
Support the creation of more gamedev tutorials:
https://www.patreon.com/SebastianLague RPG graphics E05: Run animation [Blender]](https://i.ytimg.com/vi/L3FJVQbnllc/mqdefault.jpg)

![[Unity 5] Object Pooling Tutorial
Object pooling is an optimisation technique which is extremely helpful for boosting the performance of mobile games. The basic idea is to recycle a pool of objects, rather than continually instantiating and destroying new ones.
UPDATE:
At ~15:16 in the video, the lines copied should preferably be pasted BEFORE the call to OnObjectReuse(), so that when that method is called, the object will already have its correct position/rotation values. This could be important when resetting certain things, for example the velocity of a projectile based on its initial rotation.
Source code:
https://github.com/SebLague/Object-Pooling
Support my videos on Patreon:
http://bit.ly/sebPatreon [Unity 5] Object Pooling Tutorial](https://i.ytimg.com/vi/LhqP3EghQ-Q/mqdefault.jpg)
![[Unity] Procedural Planets (E02 settings editor)
In this episode well be creating a custom settings inspector for the planet.
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Support the creation of more tutorials and get early access to new videos: https://www.patreon.com/SebastianLague [Unity] Procedural Planets (E02 settings editor)](https://i.ytimg.com/vi/LyV7cEQyZMk/mqdefault.jpg)