TATiger Abrodiintigerabrodi.blog00Bipedal, humanoid, and the words for creature shapes in gamesMay 18 · 3 min read · Bipedal vs quadrupedal: how many legs This is about the number of legs the creature walks on. Bipedal. Two legs. Humans, ostriches, T-rex, kangaroos, most fantasy humanoids. Quadrupedal. Four legs. DoJoin discussion
TATiger Abrodiintigerabrodi.blog10Lerp and smoothstep, what they actually doMay 18 · 4 min read · Intro You hear "lerp" and "smoothstep" everywhere in game dev. They sound like math jargon. They're not. Both are small tools that do the same job: smoothly move from one value to another. The problemJoin discussion
TATiger Abrodiintigerabrodi.blog00IK and FK, what they actually areMay 10 · 7 min read · What is Kinematics Kinematics is the math field. It's the study of how things move without worrying about forces (which would be dynamics). FK and IK are the two branches: forward kinematics and inverJoin discussion
TATiger Abrodiintigerabrodi.blog00How to make your textures fast on the GPUMay 10 · 8 min read · Intro Textures are usually the biggest cost in a 3D scene. Memory, bandwidth, and load time all get eaten by them. Resizing them is the obvious lever. There's more. This post is about the less obviousJoin discussion
TATiger Abrodiintigerabrodi.blog00Convex hulls and why they matter for collisionMay 8 · 8 min read · The problem: collision is everywhere in games Every game has to answer one question over and over: did this thing touch that thing? Did the bullet hit the enemy? Did the player land on the platform? DJoin discussion