In Game Engine development, you always deal with Dot Products, Cross Products, Transformations, Inverses, etc. You may not know why or when you should use these operations. And that is why I wrote this article. I want to teach you why and when these operations should be used.
The purpose of this first demo was to showcase the physics engine, especially the Collision Detection System, Shadows, Individual material Rendering, Camera movement and Digital Asset Loader.
On July 21, 2016, around 2:00 am I did it!!! I finally finished the basic framework of my game engine. It took three years, about 1,095 days, approximately 15,330 hours of work.
Game engines use the Sutherland-Hodgman algorithm to determine the contact points of two colliding polygons. This post provides a visualization of the algorithm.