Model Matrix: Transformations
While porting the rotation matrices for helios.math.transform, I took a detour to understand the underlying linear algebra - I wanted to move beyond treating the rotational part of the model matrix as a black box.
While porting the rotation matrices for helios.math.transform, I took a detour to understand the underlying linear algebra - I wanted to move beyond treating the rotational part of the model matrix as a black box.
Over the weekend, I focused on refactoring mat4 and vec3. Additionally, I've made some adjustments to my toolset.
import {SocialLinks} from "../../src/components/SocialLinks";
For a game engine, the first step isn鈥檛 rendering a scene or simulating complex physics - it鈥檚 laying the foundational bricks. This weekend, I eased dove headfirst into that foundation for my personal C++ engine project, Helios, and it was a fantastic journey through the nuances of modern C++ design.
My background is in the web world - I've spent years wrangling Java, JavaScript (and countless frameworks based on it), PHP (from Zend to Laravel over Symfony and self-written solution), and the closest I ever got to the metal was writing C, of which I thought it would give me a head start for a game engine project. In a way, it did: I wasn't scared of pointers. But it also gave me a false sense of security.

Hi everyone!
I've been working in software development for a long time now - mostly frontend architecture, large-scale web applications, that kind of thing. I care a lot about software craftsmanship and building systems that actually make sense.
But then Day 15 of Advent of Code 2024 happened.