In this opportunity, we are going to talk about the commonly denominated “utilities” or “helpers” of BRE. To explain in more detail, we are going to divide this part per library and file. Utils Library The Utils library has “helpers” for debugging purposes and string conversions. StringUtils has the following implementation and, as you can […]
In this opportunity, we are going to see the “managers” of BRE. The managers are static classes (i.e. all its methods and member variables are static). My intention was to have global access and do not need to create instances to use them. There is always a battle between using classes with global access vs […]
Many years ago, I chose to study Computer Sciences because I always knew I wanted to work in the video games industry or something related with that. First, I learned the C programming language in the university, and then I learned C++ reading books because in GameDev forums and other web pages mentioned it was […]
In this post, I am going to talk about the normal vector and the correct way to transform it.
In this post, we are going to describe the RGB color model.
After some time trying to implement and understand ambient occlusion (with a failed attempt), I finished a better implementation. This was after I filled some gaps I had about perspective projection matrix and depth buffer (I made three posts about this). Now, I wanted to describe from the beginning what I know and learned […]
In this opportunity, we are going to talk about the depth buffer. I recommend you to read Part 1 and Part 2 first. I am a DirectX user, so all I will describe here is related to that API. OpenGL/Vulkan is similar, but I am not going to mention/explain them.