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Change of plans!!
I realized that I want to have a simple game running by june 2020 and the physics isn't a big priority system as may be game logic,...

Pablo Narvaja
Nov 19, 2019
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Dev Log 5: Ray cast! (part2) Bonus!
This part is a bonus as it wasnt going to be until last lines were written in part1. It is about more precise ray intersection testing...

Pablo Narvaja
Nov 3, 2019
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Optimization thought
Heap allocation is really expensive so I've been thinking that I could optimize the aabb tree by removing heap allocation or by creating...

Pablo Narvaja
Oct 24, 2019
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Dev Log 4: Ray cast! (part1)
In this posts we will finally have some interaction with the 3d world! So I am going to talk about ray casting and it's implementation in...

Pablo Narvaja
Oct 22, 2019
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Dev Log 3: AABB tree implementation (part2)
In this post I'll be talking about the concept of AABB tree and giving some hints about it's implementation. What is an AABB tree? In...

Pablo Narvaja
Oct 19, 2019
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Dev Log 2: AABB tree implementation (part1)
I decided to begin with the broadphase and the first question I had was "Would be better to implement the whole physics engine with ECS?"...

Pablo Narvaja
Oct 18, 2019
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Physics Engine Introduction
Although I don't know if it will be a separate engine in Llamathrust I will explain in this article the basics of physics engines or I...

Pablo Narvaja
Oct 10, 2019
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Scenegraph!
What is a scenegraph and why is it useful? A scenegraph is a data structure, often a kd-tree, that represent parent-children...

Pablo Narvaja
Oct 10, 2019
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RenderAPI abstraction
After having the mesh, texture and shader classes I realize that they were all opengl code which would be awful later on as I will add...

Pablo Narvaja
Oct 10, 2019
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We have the dev environment. What's next?
In the last post Llamathrust finished with a dev environment ready to continue coding and i thought what is what every game need? Player...

Pablo Narvaja
Oct 10, 2019
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