Glitch Chronicles

You can read all the things, but in the end you need practice.

Published: (Updated: ) in Articles, M's rambles, The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on You can read all the things, but in the end you need practice..

Don’t only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.

The newbie’s enemy #1 — lost of focus

Published: (Updated: ) in The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on The newbie’s enemy #1 — lost of focus.

Part I – The distraction

When I started at age of 13, 22 years ago, there were just a few accessible technologies to mess around with.…

Blast – early alpha demo download

Published: (Updated: ) in The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on Blast – early alpha demo download.

Please keep in mind that this is an early alpha of the engine.
The gameplay is limited to one single demo level.…

Blast C++ Ray Casting 3D Game Engine from scratch: Completely destructible environment.

Published: (Updated: ) in The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on Blast C++ Ray Casting 3D Game Engine from scratch: Completely destructible environment..

Environmental destruction has always been a subject of interest of all engine developers.

he Blast game engine now supports a completely destructible world.…

Blast C++ game engine — Explosive barrels

Published: (Updated: ) in The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on Blast C++ game engine — Explosive barrels.

The new addition, explosive barrels, are pure fun and a strategic addition to the gameplay.

They don’t just apply extreme damage to the enemies but also apply a newtonian force to the objects around them.…

Blast’s latest component — Newton

Published: (Updated: ) in The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on Blast’s latest component — Newton.

My new Component “Newton” is pure fun to watch.

It applies a newton force to each entity affected by any kind of damage or external force in that matter.…

Blast C++ Ray Casting 3D Game Engine from scratch: Blood, Gore and Giblets.

Published: (Updated: ) in The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on Blast C++ Ray Casting 3D Game Engine from scratch: Blood, Gore and Giblets..

An explosion of giblets when performing a brutal kill. That’s what this update is all about.

The physics algo might be improved a bit, but it’s a whole lot of fun watching the bad guys exploding after absorbing an extreme amount of damage (health < -25).…

Blast – Early alpha melee. Blood, Gore and Shotguns.

Published: (Updated: ) in The corner of Yuriy Georgiev (aka jeux) by . Leave a Comment on Blast – Early alpha melee. Blood, Gore and Shotguns..

Some new updates for my Ray Casting 3D game engine have been implemented.

First it’s the Shotgun Guy. He’s stronger than the others but slower.…

C++ CPU based Real-Time Ray Tracing from Scratch – Part 2 a.k.a The Fork

Published: (Updated: ) in M's rambles, , , , by . 1 Comment on C++ CPU based Real-Time Ray Tracing from Scratch – Part 2 a.k.a The Fork.

Somewhat of a continuation of C++ CPU based Real-Time Ray Tracing from Scratch, but with a twist. …

Glitch Chronicles – behind the scenes

Published: (Updated: ) in M's rambles, , , , by . Leave a Comment on Glitch Chronicles – behind the scenes.

We have wanted to try writing and sharing with a broader public for some time, few days ago, we said to hell with all the planning – Just Do It™.…