Visualizing the Sutherland Hodgman algorithm

Game engines use the Sutherland-Hodgman algorithm to determine the contact points of two colliding polygons. This post provides a visualization of the algorithm.

Visualizing the Boundary Volume Hierarchy algorithm

To determine which objects are most likely to collide, a game engine parses the space of every model and creates a tree-like structure known as a Boundary Volume Hierarchy (BVH). This post shows a visualization of the BVH algorithm.

The three types of encapsulation in OOP

Object Programming provides three different ways to encapsulate data. You can encapsulate data members, methods, and classes. Learn how to implement each.

Visualizing the GJK Collision detection algorithm

In this post, I help you visualize one of the most popular collision algorithms in computer graphics known as GJK.

How to make your code flexible?

By coding to the interface, you provide more flexibility to your app. 
You will be able to extend your app without the need to modify the previously written code.