Posts tagged with 'Tutorial'

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.

Jekyll and GitHub pages are amazing things, that they make the life of a blogger very easy where we can just focus on writing mostly, and yet have full control over the website. It is so nice that GitHub came forward and allowed us to host our websites for free using GitHub Pages project, and they do also allow for custom domains.

This post is to share with you about the changes to the website, and also what I plan to do in the future regarding the tutorials that I’m writing, especially LWJGL Tutorials and WebGL4J Tutorials. I agree it’s been a long time since I wrote the tutorials, and I have been kept waiting because the libraries they use were unstable and in alpha. It was so early that I jumped in, and wrote the tutorials, even while LWJGL is in alpha, and I think it is a mistake. Now that it got released, I’m now going to refactor them with...

Normally just as every other web developer, we try to have a development mode, and a production mode. We want to keep some features only in the development mode, even though we want to commit it to our repository, or we want to include adsense code only in the production mode, that is, when deployed on the website.

Everyone wants a website with a tag viewer, who doesn’t want that? But unfortunately it was troublesome for Jekyll (or static in general) websites, because for every new tag created, one needs to create a new page with some Liquid code to display posts with that tag. For example, we used to do this in the code.

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