Monday, November 14, 2011

CroftSoft IntFire v1.1

I put out a new release of CroftSoft IntFire to accompany my tutorial presentation on Exponential Decay Current Synapses.

Wednesday, October 26, 2011

Java Style Guide

I started writing the CroftSoft Java Style Guide. I will be adding to it as time goes on. I have adopted the brace indentation style popularized by Eric Allman.

Monday, October 17, 2011


I deployed the Spike Interface Embodied Virtual Environment (SIEVE) implementation that I wrote in 2008, CroftSoft SIEVE, as a Java OpenGL (JOGL) applet. I also released the source code as Open Source.

Thursday, October 13, 2011


I uploaded some documents from a few years ago on my research into creating a Spike Interface Embodied Virtual Environment (SIEVE). I proposed to train a neuronal network using spike-timing dependent plasticity (STDP) in a virtual environment and then validate the performance in the real world using a robot.

Saturday, October 08, 2011

CroftSoft QuickStudy

I released my first Android app, CroftSoft QuickStudy. This is a quiz application to help you study. Topics included so far are atomic element symbols and United States capitals.

Friday, October 07, 2011


I uploaded my slideshow presentation on the Integrate-and-Fire neuron model.

CroftSoft IntFire

CroftSoft IntFire is an interactive animated simulation of a spiking neuron. The Java Swing code is similar to CroftSoft Neuro except that it uses a leaky integrate-and-fire neuron model instead of Hodgkin-Huxley equations.

Tuesday, September 27, 2011


I uploaded my presentation on the Hodgkin-Huxley equations which are used to create computer simulations of biologically realistic neuronal networks.

Monday, September 26, 2011

Taylor Series

I uploaded a slide presentation on the Taylor Series which is frequently used in computer simulation and game programming.

Saturday, September 03, 2011

Poisson Distribution

On page 378 of my book Advanced Java Game Programming, I explained how the probability of an enemy tank firing during a game loop update could be approximated by simply multiplying the firing rate with the reciprocal of the frame rate. As part of my recent computational neuroscience research into how to simulate the firing rate of a spiking neuron, I have acquired a more detailed understanding of the mathematics. Please see my slide presentation on the Poisson Distribution for both the exact formula and justification for the approximation.