Welcome to the second post in a series of blog posts about how to implement a custom game engine in C++. As reference I’ll be using my own open source game engine SEL. Please refer to its source code for implementation details not covered in this article. I would like to Continue Reading →
Welcome to the first post in a series of blog posts about how to implement a custom game engine in C++. As reference I’ll be using my own open source game engine SEL. Please refer to its source code for implementation details not covered in this article. I would like Continue Reading →
I just found some slides I made a few months ago. They cover the basics of component based engine design and how to take advantage of simple serialization to data drive the construction of objects. Hopefully these slides can be of use to someone:
I created a presentation to give at my university and luckily can post them up here. The slides are mostly on Quick Hull, but also about half edge mesh format. There is a demo video in the pdf slides that will not play, but is at the bottom of this Continue Reading →
I decided today that I wanted to create an orientation constraint. This will let me build more complex joints that make use of constraining relative angles between rigid bodies. I learned the details of implementing such a constraint from Bart Barenbrug’s thesis. The position constraint is quite simple. The idea Continue Reading →
This post has been moved here.
I’ve recently written a post on gamedev.tutsplus.com about Action Lists. This post is just providing a link to it, since I can’t post it here on my blog directly.
I’ve recently written a great post on gamedev.tutsplus.com on Sutherland Hodgman clipping! Though I cannot post the article directly on my personal blog, I can surely link to it :)
Recently I presented a lecture on the topic of Object Management and Factories. The slides include details about object lookup, great for Component Based Architecture and the ever hyped Entity Component Systems. Here are the slides, enjoy!
Today I figured out the single most important tip I could ever give anyone in regards to being a competent physics engine developer. I will share this tip right here on my humble blog: Your skills as a physics developer will grow at a rate proportional to how good your Continue Reading →