Courses

Three courses drawn from what the studio actually builds: the C++ underneath a real-time audio engine, the plugins that run on it, and the simulation work. Each one is bought once and kept. The first lesson of every course is free to read, so you can judge the teaching before paying for it.

  • Building audio plugins (Intermediate, 12 hours, 16 lessons, £79): A working course in real-time audio C++, built from how the Quilio plugin line is actually made. You write a JUCE plugin, give it parameters the host can automate, an editor that never blocks the audio thread, and a test harness that proves the DSP is correct. It ends with a signed, notarised installer you can hand to someone else.
  • C++ that survives contact with a deadline (Intermediate, 9 hours, 16 lessons, £59): A course for programmers who can already ship code and whose C++ compiles but cannot be explained. It works through memory, lifetime, the parts of the standard library worth knowing, the build, and the tooling that turns a vague crash into a reproducible one. The last module is real-time safety, the rules a C++ audio engine has to hold to before anyone hears it.
  • Game development, from the loop outward (Intermediate, 10 hours, 15 lessons, £69): A small game written from first principles in C++, starting at the simulation loop and working outward through world storage, rendering, audio and procedural generation. It is for programmers who can already ship something in an engine and want to know what the engine is doing underneath. The material comes out of ABOARD, a procedural ship simulation, so the worked examples are the ones that survived contact with a real project.