Acharya
Acharya
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Build Agentic AI Systems

Build real, working AI agents that do useful work - tool use, memory, planning, multi-step autonomy - on today's APIs.

Live · enrol
Beginner -> Practitioner 9 modules 3 months

What you'll build

  • A deployed agent doing a real job on a schedule
  • A single tool-calling agent that grows into a multi-agent workflow
  • A packaged business Ops Agent handed to a non-technical user

Curriculum

  1. What an agent actually is - LLM + a loop + tools + memory; goal in, actions out, when it stops
  2. Your first tool-calling agent - function/tool calling, the agent loop, parsing tool requests, termination
  3. Tools & integrations - connect web search, files, a database, a Google Sheet, email
  4. Memory & context - short-term vs long-term, retrieval (RAG basics), managing the context window
  5. Planning & multi-step reasoning - task decomposition, ReAct, reflection and self-correction
  6. Reliability & guardrails - structured/JSON output, validation, retries, human-in-the-loop, cost control
  7. Multi-agent systems - orchestrator + worker agents, handoffs, when multiple agents genuinely help
  8. Deploy your agent - run it on a server/schedule, a minimal UI, logging and monitoring
  9. Ship a real business agent - package the Ops Agent, hand it to a non-technical user, measure time saved

Prerequisites: A laptop + an API key (Claude / OpenAI). Light Python helps, but the agent writes most of the code.

You'll walk away able to: A deployed agent doing a real job on a schedule - and the patterns to build the next one.

Command the Coding Agent — Crack the Remote SWE Job

AI didn't kill the software job - it killed the engineer who can't direct AI. Master DSA, system design, and the AI-collaboration interview round, and land a remote offer.

Live · enrol
Intermediate -> Hired 12 modules 3 months

What you'll build

  • The judgment to command an AI coding agent - read its code, catch its mistakes, ship faster and safer
  • A live job pipeline run in parallel from week one (resume, outreach, applications, mocks)
  • An agent-assisted capstone project for your portfolio

Curriculum

  1. Complexity & the operator's eye - Big-O, arrays, hashing, two-pointers, sliding window; reading AI code. Job: resume + LinkedIn rebuilt for remote
  2. Linear structures, search & trees - stacks/queues, binary search, linked lists, trees, tries. Job: remote-company list + referral outreach
  3. Recursion, backtracking & graphs - subsets/permutations, BFS/DFS, topological sort, DP intro. Job: first applications go out
  4. DP, greedy, heaps + first mock - knapsack/LIS/interval DP, greedy, heaps, intervals. Milestone: first timed DSA mock. Job: GitHub/portfolio polish
  5. Low-Level Design (LLD) - OOP, SOLID, top 5 design patterns, API design. Job: STAR story bank, first screens
  6. High-Level Design I - caching, databases, load balancing, CAP, back-of-envelope estimation. Job: phone-screen practice
  7. High-Level Design II - message queues (Kafka vs RabbitMQ), sharding, rate limiting, idempotency, observability. Job: take-home playbook
  8. System-design case studies - design Twitter, YouTube, Uber, Splitwise, Google Drive. Milestone: mock interviews with real engineers
  9. The AI-command round (signature) - critique an agent's design, spot hallucinated APIs, find the bugs while they watch
  10. AI pair-programming under pressure - spec -> generate -> review -> test loop; refactor, debug, security review. Job: final rounds
  11. Targeted revision + your-stack depth - doubt-sheet sweep, CS fundamentals, resume projects deep. Job: negotiation + evaluating offers
  12. Final mocks, capstone & close - full-loop mocks + agent-assisted capstone. Capstone: portfolio build + close the remote offer

Prerequisites: A laptop + an AI coding agent (Claude / ChatGPT / Cursor). Assumes you've seen DSA once (a from-zero ramp is available). ~10 hrs/week for 3 months.

You'll walk away able to: You leave hireable, not just certified - able to direct an AI agent and crack the AI-era remote interview.

Σ
Machine Learning & Its Math

Understand and build the core of modern ML - the math you actually need, then neural nets, embeddings, diffusion, and training. Intuition first, code second.

Live · enrol
Beginner -> Builder 10 modules 3 months

What you'll build

  • A small model built and trained end-to-end on a real GPU
  • A neural net and training loop coded from scratch, then rebuilt in PyTorch
  • A capstone ML project - classifier, embedding search, or generator

Curriculum

  1. The map - what ML is, the faculties-of-mind frame, supervised / unsupervised / RL in one picture
  2. The math you actually need - vectors, matrices, dot products, gradients, visual and intuitive
  3. Intuition = function approximation - a neuron, a layer, a network, the forward pass, by hand
  4. Getting better = gradient descent - loss, backpropagation, the training loop coded from scratch
  5. From scratch -> PyTorch - the same network in a real framework on a real GPU; tensors, autograd
  6. Meaning = embeddings & vector space - word and image embeddings, similarity, vector search
  7. Imagination = generative models - autoencoders -> intuition behind diffusion -> a tiny generator
  8. Attention & transformers - why attention won, and a minimal transformer block built piece by piece
  9. Training in practice - data, overfitting, regularization, evaluation, the real GPU training workflow
  10. A real ML project, end-to-end - pick a classifier, embedding search, or generator; train, evaluate, show

Prerequisites: A laptop; GPU access provided for the training modules. Comfortable with basic Python; high-school math, refreshed in-course.

You'll walk away able to: You can read, build, and train a small model end-to-end - and you finally get what's under the hood.

Physical AI — Train a Robot in Simulation

The embodiment half. Train reinforcement-learning policies in NVIDIA Isaac Sim, on provided GPU, and watch them learn inside a VR headset.

Live · enrol
Intermediate 8 modules 3 months

What you'll build

  • A control policy you trained yourself in simulation
  • A PPO-trained robot that learns to reach its goal
  • Your trained policy exported, rendered, and viewed running in VR

Curriculum

  1. Simulation & digital twins - why we train robots in sim first; what a physics simulator does
  2. Isaac Sim / Isaac Lab setup (provided) - get into the NVIDIA stack on provided GPU
  3. RL basics for control - agents, environments, rewards, episodes, aimed at movement not games
  4. Designing the reward - the craft that makes or breaks a policy; shaping behavior through reward
  5. Training your first policy - run PPO, read the curves, get a robot that learns to reach its goal
  6. Sim-to-real concepts - domain randomization, the reality gap, moving a policy toward the real world
  7. Teleoperation & VR embodiment - drive and watch the policy from a Quest headset
  8. Deploy & view your trained policy - export the policy, render it, watch your trained robot run in VR

Prerequisites: The premium tier - provided NVIDIA GPU + Isaac Sim + live cohort. Some Python and ML basics help.

You'll walk away able to: A control policy you trained yourself in simulation, plus the sim-to-real and teleoperation concepts behind real robots.

Build & Ship Your First VR/MR App

Use AI coding agents (Claude Code) + Unity to build a real VR/MR app from scratch - hand tracking, passthrough MR, multiplayer - and submit it to Meta's Store. No coding experience required.

Live · enrol
Beginner -> Shipped 11 modules 3 months

What you'll build

  • A real VR/MR app running on your headset
  • An app submitted to Meta's App Lab - something you can hand an interviewer
  • Multiplayer, mixed-reality passthrough, and hand-tracking features

Curriculum

  1. Setup - Unity, Quest & your dev environment; Unity 6 + Meta XR SDK, a room running on your headset
  2. Your AI coding partner - building VR with Claude Code; the 5-part VR prompt template
  3. Hands & controllers - hand tracking + controllers, grab/throw with physics, haptic feedback
  4. VR UI - world-space menus, buttons & panels; poke + laser interaction without making people sick
  5. Environment & audio - skyboxes, Quest-friendly lighting, particles, spatial audio
  6. Locomotion - teleport, smooth move, snap turn, comfort vignette, letting the user choose comfort
  7. Saving data & session logic - PlayerPrefs + JSON persistence, a Menu->Session->Summary state machine
  8. Multiplayer basics - Photon Fusion free tier, networked head+hands avatars, spatial voice chat
  9. Mixed reality & passthrough - Quest 3 passthrough, Scene API, spatial anchors
  10. Performance & polish - profiler, draw-call batching, ASTC textures, holding 72fps, the Meta VRC checklist
  11. Ship it - developer account, keystore signing, release APK, store listing, submit for review

Prerequisites: A Windows PC + a Meta Quest 2/3/Pro + a USB-C cable. No prior Unity or VR experience.

You'll walk away able to: A real VR/MR app running on your headset and submitted to Meta's App Lab - something you can hand an interviewer.

Build a Fully Immersive VR Game

Design, build, and ship a complete VR game - mechanics, enemy AI, game feel, and a Meta Store launch. The deepest build we teach.

Live · enrol
Intermediate -> Shipped 12 modules 3 months

What you'll build

  • A complete, playable VR game on your headset - enemies, progression, game feel
  • A Meta Store submission - the portfolio piece that proves you can ship, not just prototype

Curriculum

  1. Game design for VR - the core loop, player fantasy, comfort-first design, scoping a game you can finish
  2. Project architecture & your AI coding partner - scene/manager structure, game state machine, Claude Code
  3. Player & game locomotion that feels powerful - smooth move, teleport, dash, climb; comfort options
  4. Hands as gameplay - grab, wield, throw; two-handed weapons, physics interactions, holstering
  5. Your core mechanic & game systems - health, score, combos, inventory; iterate one mechanic to fun
  6. Enemy AI & combat - NavMesh agents, behavior state machines, wave spawning, melee + ranged, hit detection
  7. Game feel & juice - haptics, hit-stop, particle FX, screen effects; making hits land
  8. Spatial audio & adaptive music - 3D positional sound, dynamic music layers, audio cues
  9. Levels & environment - level design for VR, set dressing, lighting and occlusion, a full playable level
  10. In-game UI & menus that don't break immersion - diegetic HUD, main menu, pause, score screen
  11. Save, progression & balancing - persistence, unlocks, difficulty curves, playtesting to fun
  12. Optimize & ship to the Meta Store - hold 72 fps under combat load, build, store listing, submit

Prerequisites: A Windows PC + a Meta Quest 2/3/Pro + a USB-C cable. The VR/MR App course (or equivalent Unity + Quest basics) helps but isn't required - setup is recapped in module 2.

You'll walk away able to: A complete, playable VR game with enemies, progression, game feel, and a Meta Store submission.

Build & Ship a Game with Blender + Unity

Model your own assets in Blender, build the game in Unity, write the code with AI agents - and ship a complete flat-screen game for PC and mobile. No VR headset needed.

Live · enrol
Beginner -> Shipped 12 modules 3 months

What you'll build

  • A complete, playable flat-screen game with your own Blender-modelled 3D assets
  • A game published to itch.io and ready for Google Play
  • The full pipeline: art AND code AND ship

Curriculum

  1. Game design & scope for a flat-screen game - genre, core loop, top-down vs 3rd-person vs 2.5D
  2. Your toolchain - Blender + Unity + AI coding agents; how the three fit; project setup
  3. Blender fundamentals - model your first game asset; low-poly, game-ready topology
  4. UV unwrapping & texturing - UVs, materials, baking, PBR textures; look good AND run fast
  5. Rigging & animation in Blender - armatures, skinning, idle/walk/run/action
  6. The Blender -> Unity pipeline - exporting FBX/glTF, import settings, materials in URP, the round-trip
  7. Player controller & camera - character movement, the new Input System, Cinemachine cameras
  8. Core mechanic & game systems - the central mechanic plus health, score, inventory, iterated to fun
  9. Enemy AI & challenge - NavMesh agents, behavior state machines, encounters by genre
  10. Game feel, FX & audio - particles, juice, screen feedback, sound design and music
  11. Levels, UI & progression - level design, menus and HUD, save systems, difficulty tuning, playtesting
  12. Optimize & ship to PC + mobile - frame budget, draw calls, LODs, builds for PC and Android, publish to itch.io and Google Play

Prerequisites: A Windows or Mac PC. No VR headset, no paid software - Blender and Unity are both free. Everything is installed in module 2.

You'll walk away able to: A complete, playable flat-screen game - your own assets, your own gameplay - published and downloadable.

Build Your AI Video Factory

Turn a script into a finished, narrated, captioned video - in your own GPU-powered studio. 15 days, multiple styles, copyright-clean, at scale.

Live · enrol
Creator -> Studio owner 15 modules 15 days

What you'll build

  • A working AI video factory you own (the skill, not a subscription)
  • Your first 3 published videos in any style - faceless explainers, motion-graphics, b-roll, shorts, bilingual
  • A one-command, reproducible factory with presets per style

Curriculum

  1. The AI Video Factory - the script-in/video-out model; the 5 layers (brain, voice, visuals, captions, compositor)
  2. Your cloud GPU + the brain - cheapest GPU options (RunPod / Vast.ai / AWS); LLM + image + voice behind one proxy; cost control
  3. Script -> narration - writing scripts for TTS; voice engines (edge-tts -> F5-TTS -> premium); per-scene audio
  4. Visuals I - AI images - photoreal & stylized stills; prompt craft for b-roll; building a shot list
  5. Visuals II - image -> motion - animating stills into living clips; subtle vs strong motion; multi-shot scenes
  6. Captions that pop - word-synced kinetic captions (auto-timed); lower-third labels; fonts & styling
  7. The compositor - layering background + overlays + captions + audio; clean export. Milestone: first complete faceless video
  8. Music & sound, copyright-clean - AI music beds; ducking under the voice; why copyright-clean matters
  9. Style 2 - motion-graphics / explainer - teaching diagrams, kinetic text, animated cards
  10. Style 3 - shaders + the talking-head reality - audio-reactive backgrounds; the honest truth about AI talking-heads
  11. Localization & reach - translate + re-voice into other languages with a one-swap workflow; bilingual channels
  12. Automation & the one-command factory - templates, presets per style, batching, reproducible runs
  13. Your factory, your way - tailor it to faceless YouTube, course/edu, product/marketing, social shorts; SEO basics
  14. Productize - clients & B2B - packaging as a service; pricing; intake -> delivery; the support trap to avoid
  15. Ship & scale - publishing workflow (YouTube API + scheduling); content calendar; 30-day plan. Capstone: publish your first 3 videos

Prerequisites: A laptop + a modest cloud-GPU budget (~$1/hr) + a couple of API keys. No video-editing skill, no ML background - the AI writes most of the code; you direct.

You'll walk away able to: A working AI video factory you own plus your first 3 published videos - any style, on demand, copyright-clean.

Build Your AI Music Factory

Turn a prompt or your lyrics into finished, mastered, copyright-clean music - songs, beats, focus & meditation tracks - in your own GPU studio. And build your own AI singer.

Live · enrol
Creator -> Label of one 15 modules 15 days

What you'll build

  • A working AI music factory you own
  • Your own AI singer - a voice you own, consistent across every song
  • Your first released tracks - songs, beats, focus/meditation, in 50+ languages, monetization-safe

Curriculum

  1. The AI Music Factory - prompt/lyrics -> finished mastered track; the model landscape; copyright-clean = monetization-safe
  2. Your GPU + the engine - cheap cloud GPU; install the copyright-clean engine (ACE-Step class); cost control
  3. Prompting music: style & control - prompt craft for genre/mood/instruments/BPM; style presets; reference-style matching, legally
  4. Songs with vocals & lyrics - AI-written lyrics; lyric -> full vocal song; 50+ languages; song structure
  5. Any length: extend & structure - seamless crossfade extension; intros/outros; loop-ready beds; 2 min -> 1 hour
  6. Focus / study / sleep + brainwave tones - isochronic & binaural (beta/alpha/theta); 432Hz; honest claims
  7. Meditation, raga & wellness - 432Hz Indian-classical, sitar/sarangi healing, ambient drones. Milestone: a complete meditation track
  8. Beats, lofi & instrumentals - lofi chill, hip-hop beats, instrumental beds for creators; stems
  9. Build your AI singer I - record the voice; the recording protocol (consent, vowels & sargam, ~25-30 min)
  10. Build your AI singer II - train & sing; voice-conversion (RVC) training. Milestone: a song in your own AI singer's voice
  11. Precise melodies - singing synthesis (SVS / DiffSinger): render a melody you compose (MIDI) vs dice-roll generation
  12. Mastering & polish - loudness (LUFS for streaming), EQ, stereo width, fades; final MP3 / WAV
  13. Automate the factory - one-command presets per style; batching; templates; a repeatable pipeline
  14. Publish & monetize, copyright-clean - distribution (DistroKid / YouTube / Spotify); proving tracks are clean; sync / licensing
  15. Ship & scale - a release calendar; building a catalog; your AI singer as a brand. Capstone: release your first 3 tracks + your AI singer

Prerequisites: A laptop + a modest cloud-GPU budget (~$1/hr) + a basic mic (only for the singer days). No music theory, no production background - the AI writes the lyrics and melodies; you direct.

You'll walk away able to: A working AI music factory you own, your own AI singer, and your first released tracks - all safe to monetize.

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