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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...

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Buoyancy, Rigid Bodies and Water Surface

I’ve spent the last couple weeks researching eigenvalue decomposition and solving cubic polynomials in order to simulate a liquid surface and polyhedral buoyancy! I gave a lecture about this topic at...

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GJK: Common Implementation Mistake

Thanks to some cool discussions with my friend Nathan Carlson I’ve learned a bit about GJK. There are two versions floating around in the computer science community, and one of them is much easier to...

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Deriving OBB to OBB Intersection and Manifold Generation

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...

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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...

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Protected: Q/A Interview: John Edwards – thatgamecompany

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Nearly Geodesic Sphere – Mesh Creation

This post will let me store some useful code and possibly share it with others. I had originally found this wonderful explanation on stack overflow on how to generate triangles in a super simple manner...

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Circular Linked Lists and Branching

Since linked lists are such an essential topic I’ve taken some extra care to learn efficient ways of using them. The simplest kind of linked list to conceptualize is the singly linked list. There are...

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Interactive Cubic Bezier Splines

Cubic Bezier splines look rather beautiful. Splines in general look great and are super useful for all sorts of cool stuff. Creating splines usually involves defining some control points and moving...

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Parsing C Style Expressions

Turns out that constructing a hand-written C-style parser has a few parts that were very difficult for me. The first thing was realizing that Backus Naur Form (BNF) largely sucks if you want to...

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Freelist Concept

A freelist is a way of retrieving some kind of resource in an efficient manner. Usually a freelist is used when a memory allocation is needed, but searching for a free block should be fast. Freelists...

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The Concept of Polymorphism

For a while I thought of many computer science terms as useless hype. For example, as said by Jon Blow in one of his recent videos, some terms can be vague or hard to recollect. Buzzwords....

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A Star

Recently I’ve found a nice piece of pseudo code for implementing A Star after searching through a few lesser or incorrect pseudo code passages:clear open and closed let s be start node let e be end...

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Circular Orbits | Planetary Motion | NBody Simulation

I took a few hours yesterday to start on a simulation for a job application. Part of the simulation involves trying to figure out how to create stable nbody orbits, at least stable for some amount of...

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Good If Statements – Self Documenting Code

Here’s a quick trick for documenting those pesky if-statements, especially when littered with complicated mathematics. Here’s an example from Timothy Master’s “Pragmatic Neural Network Recipes in C++”...

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Preprocessed Strings for Asset IDs

Mick West posted up on his site a really good overview of some different methods for hashing string ids and gave good motivation for optimizing this area early on in a project. Please do review his...

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Essentials of Software Engineering – With a Game Programming Focus

I’ve been commissioned to write a big document about what I think it means, and what is necessary, to become a good software engineer! If anyone finds the document interesting please do email me (email...

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Texture Atlases

Texture atlases for 2D games is a great optimization for batching together tons of different sprites (especially quads) with a very few number of draw calls. Making them is a pain. For pixel art or...

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2D Collision Detection Library – tinyc2

Collision detection is pretty hard. Making 2D games is pretty fun. Wouldn’t it be nice to make a cool 2D game without fiddly around forever with collisions? With the single-file C header library tinyc2...

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Game Localization and UTF-8

After some research I have decided a pretty good way to localize your game is to store all text in text files, in UTF-8 format. UTF-8 is super widely used and 100% backwards compatible with ASCII. Also...

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