Sane Usage of Components and Entity Systems

With some discussion going in a previous article about how to actually implement some sort of component system for a game engine, without vague theory or dogma, a need for some higher level perspective was reached, and so this article arose. In general an aggregation model is often useful when Continue Reading →

Deriving OBB to OBB Intersection and Manifold Generation

OBB_Projection

The Oriented Bounding Box (OBB) is commonly used all over the place in terms of simulation and game logic. Although often times OBBs aren’t actually bounding anything, and really just represent an implicitly defined box. OBBs commonly come in 2D and 3D form, though there aren’t all that many resources Continue Reading →

Transposed Matrix Properties

Today I derived, geometrically, the following: \begin{equation} (A * B)^{T} = C \\ C = B^{T} * A^{T} \label{eq1} \end{equation} Listed on the wikipedia page without much a description (property number 3), this property hid from me for a good 24 hours and confused me. I had been working on creating Continue Reading →

Dynamically Slicing Shapes

Just this morning I finished up a small open source project, along with a huge article at gamedev.tutsplus. The open source project is an implementation of Sutherland-Hodgman clipping which can be used in many advanced shape and mesh manipulation techniques. Gif of the open source project in action. Slicing a Continue Reading →