In the previous article I talked about how to implement a basic octree data structure to use in different applications. In this article I will introduce my full implementation for an important octree ray casting technique.
Ray casting in general is used to describe any algorithm that includes finding the intersection between a ray (directed line) and any geometrical entities. In our context we will use ray casting exclusively to describe octree traversal. In other words; finding the intersection between a ray and octree, which results in finding all the sub-nodes in the octree that are intersected by the ray. Continue reading
Lately, I have been working hard on my 3D engine Storm3D. One of the features that I am spending a lot of time on, is developing a generic and efficient octree data structure, that will be used for multiple purposes that varies from collision detection to voxel based rendering. Here I will introduce the basic algorithm for building the octree and some of the obstacles that you might face.
Hello again! Because I found the first article to be useful for many people (more than I expected) I decided to write the 2nd one before my original plans were going. If you didn’t read the first article it might be a good idea to take a look now. In this article I will also focus on the lesser known features of the language with more emphasis on C++11 Continue reading
Hello there! “The C++ Effect” is a series of articles that will focus on some of the surprising, uncommon or un-intuitive behaviors of the C++ language. Whether it was in the standard C++, the C++ library or even Continue reading
Ever heard of function binders before? Well, function binders are one of lesser known useful functions of the C++ standard library. Function binders started early in the design of the standard template library (stl), they enabled developers to use function objects with a specific signature as a Continue reading
One of the most fundamental features that modern languages embraced requires that any expression will be resolved immediately before being assigned to a variable. In an imperative language this feature guarantees that the code execution matches the order of the code, this simply gives the programmer Continue reading
Starting from OpenGL 3.0, a deprecation mechanism was introduced. Certain features were marked as deprecated, While still accessible in OpenGL 3.0 by requesting a full context, OpenGL 3.1 fully removed all the deprecated features. the most important deprecated feature was the fixed-pipeline Continue reading
Hello world! I am Mohammad Ghabboun, and this is my new blog CodingShuttle !
This blog is something I wanted to do for a long time and now here it comes CodingShuttle. Here we will talk about different programming techniques, algorithms, computer graphics and even design patterns. I hope you find this blog useful and entertaining.