What Makes the Ershov Computer Unique
The competitive landscape
The Ershov Computer sits at the crossing of several product categories: computer architecture education, digital circuit simulators, HDL trainers and educational games. The closest products deserve to be named and fairly credited for what each does well.
| Product | What it does well | How it differs from the Ershov Computer |
|---|---|---|
| Nand2Tetris | Leads step by step from logic gates to a computer, an assembler and a software stack. The course consists of 12 projects and is used at universities and schools. | Above all a course with project assignments and separate tools: it requires working with HDL on your own, with little game or adaptive layer. |
| Turing Complete | A game path from NAND through logic, memory and architecture to assembly. | A strong engineering sandbox, but educational methodology is not its main product layer. |
| CircuitVerse | A browser circuit simulator: testing, timing diagrams, subcircuits, multi-bit buses, teacher tools. | A universal modeling tool, not a single step-by-step route from the first wire to a computer. |
| HDLBits | Digital design practice in Verilog/SystemVerilog/VHDL with instant simulation and feedback. | Starts from HDL code and does not build the path from the physical signal and a visual schematic to a processor and programming. |
Separate parts of the concept already exist on the market. What is new about the Ershov Computer is joining these mechanics, in sequence, into one educational system.
Each of the first three products also has its own detailed comparison with the course: Ershov Computer vs NandGame, Ershov Computer vs Turing Complete and Ershov Computer vs Nand2Tetris.
One path from signal to FPGA
The main difference is a vertical learning trajectory. The learner walks a single chain:
signal → wire → logic gates → arithmetic → memory → processor → computer → machine code → assembly → Verilog → FPGA.
Every next level reuses the results of the previous one: the parts the learner built become building blocks of the next level. The computer stops being a ready-made black box — the learner assembles it from the simplest parts, then programs the assembled system and carries the result onto real hardware. The final part of the path, moving a project onto a Tang Nano 9K board, is covered in the guide "Tang Nano 9K: from ZIP to board".
The simulator is the setting; the course is the point
A circuit simulator alone is not the answer: similar tools also let you build circuits and watch them run. In the Ershov Computer the simulator serves as the setting for a learning route. One product combines:
- a step-by-step course of 47 levels with a curriculum and a measurable outcome for each;
- visual circuit building and automatic checking against truth tables;
- comprehension quizzes after levels;
- deliberately broken circuits for debugging practice;
- a hint system: "try yourself → hint → solution";
- adaptive help after repeated mistakes;
- the Transistor Run game layer;
- the move from visual schematics to Verilog and onto an FPGA.
Hence the honest positioning: an interactive learning environment for building a computer, not yet another circuit simulator.
Transistor Run: the game as a second form of the material
The game layer is built into the learning model. Platformer levels repeat the first stages of the main course: wire, signal, logic gates, multiplexer. The game mechanics translate abstract notions into physically tangible actions: a wire is a path, a signal is a moving object, a broken trace is an obstacle, a switch is a control action, a gate is a mechanism, a door is the consumer of the signal.
The game model shares its logic with the main simulator, so the game becomes a second form of the same learning material. More in "About the game".
The teaching principle
The key principle of the product: the learner discovers how a computer works by building one, step by step. Hence the cause-and-effect chain: build → run → see the result → make a mistake → investigate the mistake → fix it → grasp the principle → reuse it as a building block.
Equally important is the move from "a correct solution" to engineering thinking. A working circuit is not enough: the learner learns to predict its behavior, find faults, and explain why the circuit works or does not.
This is not "Nand2Tetris in Russian"
Nand2Tetris is the closest conceptual reference, and claiming to be "the first to teach building a computer from scratch" would be incorrect: the course proved the idea and is used worldwide. A detailed comparison of the two courses lives in a separate piece — "Ershov Computer vs Nand2Tetris".
The difference lies elsewhere. Nand2Tetris shows that a computer can be built from scratch. The Ershov Computer turns that path into an interactive environment where the learner acts inside a single visual world, gets automatic feedback, takes comprehension checks, learns debugging, receives adaptive help, plays, and in the end carries the result onto real hardware.
Positioning
The short version: the Ershov Computer is a learning environment where the learner walks from the first signal to their own processor, programming and FPGA.
The essence of the approach shows in the order of study. Most courses start programming on a ready-made computer and teach its design as finished theory. Here the order is reversed: the learner first assembles the computer from the simplest parts and therefore knows how every unit inside works, and programming becomes the next step of working with a schematic of their own making. Hence the compact description of the route: from a signal to your own computer.
To sum up. The competitive advantage of the project is the composition of simulator, game and course around one question: "What is inside a computer, and where does it come from?". For separate parts of this task there are already strong solutions: Nand2Tetris for the systematic course, Turing Complete for the game form, CircuitVerse for circuit modeling, HDLBits for HDL practice. The Ershov Computer joins these approaches into a single pedagogical trajectory, and it is this wholeness, not any single technology, that underlies its uniqueness.
Frequently asked questions
How is the Ershov Computer different from Nand2Tetris?
Nand2Tetris is a course with project assignments and separate tools, and it proved the very idea of learning by building a computer. The Ershov Computer turns that path into an interactive environment: a single visual world, automatic checking, comprehension quizzes, a hint system, adaptive help, a game layer, and carrying the result onto a real FPGA board. The detailed comparison is in "Ershov Computer vs Nand2Tetris".
Are there similar products on the market?
Yes. Nand2Tetris covers the systematic course, Turing Complete the game form, CircuitVerse circuit modeling, and HDLBits HDL practice. Individual parts of the concept already exist; what is new about the Ershov Computer is joining these approaches into one educational trajectory.
Why is the Transistor Run platformer part of the course?
Its levels repeat the first stages of the main course: wire, signal, logic gates, multiplexer. A wire becomes a path, a signal a moving object, a broken trace an obstacle. The game shares its logic with the main simulator, so it serves as a second form of the same learning material, not as a reward system.
What do I need to get started?
Just a browser: the 47-level course, the sandbox and the library run online and are free. The placement test suggests a starting point, and the course curriculum shows the topic, time and outcome of every level.
Check yourself
Which product is closest to the Ershov Computer in intent, and how does it differ?
Nand2Tetris: the same path from logic gates to a computer system. The difference is form — there a course with projects and separate tools, here a single interactive environment with automatic checking, hints, a game, and an FPGA hand-off.
Why is Transistor Run considered part of the learning model rather than a reward?
Its levels repeat the topics of the main course (wire, signal, gates, multiplexer) and use the same logic as the simulator: the game presents the same material in a second, physically tangible form.
State the course trajectory in one sentence.
Signal → wire → logic gates → arithmetic → memory → processor → computer → machine code → assembly → Verilog → FPGA.
What you can do today: open the first level of the course to see the build → run → understand principle in action, or take the placement test to find your starting point. Materials for classroom adoption live in the "For Teachers" section.