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lisyarus blog

I write stuff about math, simulation, graphics, gamedev, and programming

lisyarus.github.ioRSS feed ↗40 posts

Latest posts

Can you find a vector not orthogonal to N others?

Quivers: a year of linear algebra by drawing arrows

Making your own programming language is easier than you think (but also harder)

It's OK to compare floating-points for equality

A silly diffuse shading model

Particle Life simulation in browser using WebGPU

Estimating variance reduction in importance sampling

Simulating water over terrain

Exploring ways to mipmap alpha-tested textures

Implementing a tiny CPU rasterizer | Part 6: Adding some depth

Implementing a tiny CPU rasterizer | Part 5: Fixing issues with 3D

Implementing a tiny CPU rasterizer | Part 4: Changing perspective

Implementing a tiny CPU rasterizer | Part 3: Interpolating colors

Implementing a tiny CPU rasterizer | Part 2: Drawing a triangle

Implementing a tiny CPU rasterizer | Part 1: Clearing the screen

(Yet another) Introduction to quaternions

Transforming colors with matrices

Demystifying multiple importance sampling

3D shape matching with quaternions

Computing forces in a system of beams, properly

Computing forces in a system of beams

So, you want to make a game engine

Quaternion derivatives

Complex numbers, Wirtinger derivatives and 2D inverse kinematics

Porting my C++ game engine to Android

Skeletal animation in glTF

Uniqueness of matrix inverses

Making a 2D soft-body physics engine

How not to design a UI library

Two-pass Gaussian blur coeffifients generator

My favourite animation trick: exponential smoothing

Super simple generic animation controller in C++

Building a quadtree in 22 lines of code

The quest for perfect collisions

C++ audio mixing library design

C++ behavior trees library design

A stupidly simple spatial data structure

A simple texture atlas packing algorithm

A better point light attenuation function

Compute shaders in graphics: Gaussian blur