While I implemented frustum culling a little while ago, I never actually coded a proper bounding volume. For the ┬ábounding test I was using a sphere, but I just set the radius to some hard-coded value. This was fine when I just had a bunch of similar sized cubes on screen, however it broke apart once I started getting varied models imported. This week I decided to do something about it. After a quick Google search for bounding spheres, I ended up on Wikipedia. There was some good information there regarding minimal bounding spheres (also known as smallest enclosing ball or minimal enclosing ball), andRead More →

  After struggling for a bit with the shadow mapping implementation, I finally have something presentable. I followed a tutorial from Microsoft and thought I understood what was happening. However, it required a lot of changes in the rendering code and it took a little while to get things working. Even once it was somewhat functional, I still had some issues with what they call shadow acne. It seemed really bad on the self-shadowing side of objects. I tried tweaking all the values I could (i.e. the bias in the shader), but I was not able to get it to look right. Finally I justRead More →

I can say I had a pretty good time with Physics for Game Developers: Science, math, and code for realistic effects by David M Bourg & Bryan Bywalec. It is a very approachable text, and makes a somewhat complex topic more manageable with concrete examples. It’s definitely a book about 3D physics, but many of the samples are done in 2D for clarity. I did not find this to be an issue, and most of the equations and code were digestible. I did see some heat on the reviews, saying that there were errors in some of the code. I could not verify this, butRead More →