The Open Diary

Something about everything

Yesterday when I was lurking in the Coding In Flow Discord, someone posted a question there.

It has been a while since I wrote anything in this site and I wanted to give it back some love. Both in establishing a personal brand and also share some things about what I love. Also, since I have last updated my website in 2016 and that is 5 years ago, I thought, well let me first give my site a make over. So I started in last April, but this time, decided to go with the proper way.

I started working on my final project for Udacity’s Kotlin Android Developer Nanodegree, where I started noticing that my ViewModel factories are becoming large and complex. So I wanted to keep them simple.

It’s been a while since I last posted, and in the new year, I’m back with a new addition to the site code. As you can see here in this page, there is now a language selector. Use it to read the same post in a different language.

Collision detection is one of the most complex and challenging parts of game programming, and is often the key area where performance is usually lost. To solve this, we have a lot of structures that eliminate unnecessary checks for collisions, like QuadTrees, Grids, BSP Trees, OcTrees, etcetera. In this post, we are going to study about AABB Trees, which are extremely fast for finding collisions.

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