Introduction Soul is a rendering engine that I have been working on this past couple of months. Note that it is not a game engine. A game engine is just too unrealistic and ambitious for me right now. In fact, I develop this engine just as a first pass to understand how graphics pipeline works,
My name is Kevin. I am an aspiring graphics programmer. Currently, I am working on a rendering engine called Soul for educational purpose. This site is a place for me to take notes on my curiosity.
It has been two months since my last devlog in January. I didn’t do any devlog in February due to laziness so there is not much to show on that month. I try to figure out what makes me feel lazy to continue this project, and I figure out that it is tough to debug
In the previous post, we have covered a technique to resolve constraint in our physics simulation. Because we are working in the real-time domain, we need to sacrifice accuracy for speed by using an iterative method to resolve our constraints. Sequential Impulse doesn’t give the exact solution for the problems, but the solution it offers
Out of various phases of the physics engine, Constraint Resolution was the hardest for me to understand personally. I need to read many different papers and articles to fully understand how constraint resolution works. Therefore, I decided to write this article to help me understand it more easily in the future if, for instance, I