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  1. Physics Engine in Odin from Scratch, Part VI

    In the sixth part, we'll add mass, friction and bounciness to our physics simulation and make rigidbody optional.

  2. Physics Engine in Odin from Scratch, Part VI

    In the sixth part, we'll add mass, friction and bounciness to our physics simulation and make rigidbody optional.

  3. Physics Engine in Odin from Scratch, Part V

    In the fifth part, we're going to implement raycasting to select, freeze and unfreeze, and pull and push objects using mouse.

  4. Physics Engine in Odin from Scratch, Part V

    In the fifth part, we're going to implement raycasting to select, freeze and unfreeze, and pull and push objects using mouse.

  5. Physics Engine in Odin from Scratch, Part IV

    In the forth part, we learn about Separation Axis Theorem and we implement both collision detection and resolution.

  6. Physics Engine in Odin from Scratch, Part IV

    In the forth part, we learn about Separation Axis Theorem and we implement both collision detection and resolution.

  7. Physics Engine in Odin from Scratch, Part III

    In the third part, we'll start with physics.odin file, and at the end, our cubes will fall under the influence of gravity.

  8. Physics Engine in Odin from Scratch, Part III

    In the third part, we'll start with physics.odin file, and at the end, our cubes will fall under the influence of gravity.

  9. Physics Engine in Odin from Scratch, Part II

    In the second part, we'll revise some topics from Newtonian physics, and we'll also talk about numerical integration.

  10. Physics Engine in Odin from Scratch, Part II

    In the second part, we'll revise some topics from Newtonian physics, and we'll also talk about numerical integration.

  11. Physics Engine in Odin from Scratch, Part I

    In the first part, we'll set up the project and look at the architecture of a physics engine from a bird's eye view.

  12. Physics Engine in Odin from Scratch, Part I

    In the first part, we'll set up the project and look at the architecture of a physics engine from a bird's eye view.

  13. Software Renderer in Odin from Scratch, Part XIV

    In the final part, we're going to introduce the concept of a model and add support for rendering more than one in our scene.

  14. Software Renderer in Odin from Scratch, Part XIV

    In the final part, we're going to introduce the concept of a model and add support for rendering more than one in our scene.

  15. Software Renderer in Odin from Scratch, Part XIII

    In the thirteenth part, we're going to implement support for multiple lights with different colors and learn how to blend them.

  16. Software Renderer in Odin from Scratch, Part XIII

    In the thirteenth part, we're going to implement support for multiple lights with different colors and learn how to blend them.

  17. Software Renderer in Odin from Scratch, Part XII

    In the twelfth part, we're going to implement switching between orthographic and perspective projection at runtime.

  18. Software Renderer in Odin from Scratch, Part XII

    In the twelfth part, we're going to implement switching between orthographic and perspective projection at runtime.

  19. Software Renderer in Odin from Scratch, Part XI

    In the eleventh part, we're going to talk about optimizations, and by the end, we will significantly improve performance.

  20. Software Renderer in Odin from Scratch, Part XI

    In the eleventh part, we're going to talk about optimizations, and by the end, we will significantly improve performance.

  21. Software Renderer in Odin from Scratch, Part X

    In the tenth part, we are going to learn about Phong shading by implementing a pair of new rendering modes.

  22. Software Renderer in Odin from Scratch, Part X

    In the tenth part, we are going to learn about Phong shading by implementing a pair of new rendering modes.

  23. Software Renderer in Odin from Scratch, Part IX

    In the ninth part, we're going to implement an OBJ loader to load a mesh from a file created, for example, in Blender.

  24. Software Renderer in Odin from Scratch, Part IX

    In the ninth part, we're going to implement an OBJ loader to load a mesh from a file created, for example, in Blender.

  25. Software Renderer in Odin from Scratch, Part VIII

    In the eighth part, we're going to learn how to load an image and project it onto the surface of our cube as a texture.

  26. Software Renderer in Odin from Scratch, Part VIII

    In the eighth part, we're going to learn how to load an image and project it onto the surface of our cube as a texture.

  27. Software Renderer in Odin from Scratch, Part VII

    In the seventh part, we're going to add flat shading to adjust triangle brightness based on their orientation to light.

  28. Software Renderer in Odin from Scratch, Part VII

    In the seventh part, we're going to add flat shading to adjust triangle brightness based on their orientation to light.

  29. Software Renderer in Odin from Scratch, Part VI

    In the sixth part, we're going to rasterize triangles to render our cube in a solid color and we implement a depth buffer.

  30. Software Renderer in Odin from Scratch, Part VI

    In the sixth part, we're going to rasterize triangles to render our cube in a solid color and we implement a depth buffer.

  31. Software Renderer in Odin from Scratch, Part V

    In the fifth part, we're going to start implementing the draw.odin file, beginning with rendering a cube in wireframe mode.

  32. Software Renderer in Odin from Scratch, Part V

    In the fifth part, we're going to start implementing the draw.odin file, beginning with rendering a cube in wireframe mode.

  33. Software Renderer in Odin from Scratch, Part IV

    In the fourth part, we're going to talk about the anatomy of a mesh, and we'll implement mesh.odin with a hardcoded cube.

  34. Software Renderer in Odin from Scratch, Part IV

    In the fourth part, we're going to talk about the anatomy of a mesh, and we'll implement mesh.odin with a hardcoded cube.

  35. Software Renderer in Odin from Scratch, Part III

    In the third part, we'll talk about perspective projection, transformations and implement the matrix.odin file.

  36. Software Renderer in Odin from Scratch, Part III

    In the third part, we'll talk about perspective projection, transformations and implement the matrix.odin file.

  37. Software Renderer in Odin from Scratch, Part II

    In the second part, we'll refresh some math topics related to graphics programming, and then we'll implement vectors.odin.

  38. Software Renderer in Odin from Scratch, Part II

    In the second part, we'll refresh some math topics related to graphics programming, and then we'll implement vectors.odin.

  39. Software Renderer in Odin from Scratch, Part I

    In the first part of the longest series yet, I'll outline what's coming, and we'll lay a cornerstone for the project.

  40. Software Renderer in Odin from Scratch, Part I

    In the first part of the longest series yet, I'll outline what's coming, and we'll lay a cornerstone for the project.

  41. 2D Cloth Simulation in Odin with raylib

    In this post, I'll walk you through the implementation of a two-dimensional cloth simulation based on Verlet integration.

  42. 2D Cloth Simulation in Odin with raylib

    In this post, I'll walk you through the implementation of a two-dimensional cloth simulation based on Verlet integration.

  43. In the second part, we make a simple editor tool to automate assembly of a combination lock from the previous part.

  44. In the second part, we make a simple editor tool to automate assembly of a combination lock from the previous part.

  45. Today, we build the foundation for a cylindrical combination lock, commonly found on suitcases and featured in game puzzles.

  46. Today, we build the foundation for a cylindrical combination lock, commonly found on suitcases and featured in game puzzles.

  47. In the second part, I'll cover the internal implementation of a plugin that provides a screen recording subsystem.

  48. In the second part, I'll cover the internal implementation of a plugin that provides a screen recording subsystem.

  49. In the first part, I'll guide you through the initial steps of creating a plugin that provides a screen recording subsystem.

  50. In the first part, I'll guide you through the initial steps of creating a plugin that provides a screen recording subsystem.