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Shady physics
I’m running late on these posts. I’ve been quite busy trying to catch up on tech debt while implementing demos at 1 kLoC per second.
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AI this, AI that
I realized that nobody ever stops talking about AI. I heard about it so much on the various channels I lurk in that it became a problem.
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AI post
Since my last LinkedIn post in January, I’ve made some exciting progress. Last time, I mentioned one of the next implementation goals for my game engine was audio. Well I’ve added audio, and a bit more:
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WASM!
I never thought I would ever target web, but here we are: the demo scene working on web! Check it out here.
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Next adventure
Today might just be the start of my next adventure.
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Moving forward
In my previous post, I talked a little about the physics shaders in Reboot Engine. In this post I talk about a related problem I worked on recently and how I solved it.
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Milestone post for 2024
The year 2020 put a nagging question in my head: what is a difficult problem that I can enjoy working on and become my life’s work? 6 months later I had come up with a problem statement: make a game engine uniquely suited for creating VR action RPG games.
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A new engine for a new year!
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The firstborn
They say there is no prouder moment for a parent than when their child takes the first steps. Behold!
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A 3D scene!
This is when things start getting exciting. Actually…no. Progressing from a triangle to rendering a 3D model was exciting. But progressing to an actual scene I can move around in is mind blowing!
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A quiet few months
By this time not much visible progress has been made – other than rendering another colorful triangle on my laptop.
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First steps
The first challenge was interfacing with C++.
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The beginning
This year was a year of learning for me.