The Curious Engineer

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lisyarus blog

lisyarus.github.io/blog

I write stuff about math, simulation, graphics, gamedev, and programming

GraphicsMathGame developmentC++

Posts
41 from 21 Apr 2022 to 15 Jun 2026
Posting
now and then (5 in the last year)
Kind
personal blog
Feed
https://lisyarus.github.io/blog/feed.xml

2026 4

  1. Can you find a vector not orthogonal to N others?
  2. Quivers: a year of linear algebra by drawing arrows
  3. Making your own programming language is easier than you think (but also harder)
  4. It's OK to compare floating-points for equality

2025 5

  1. A silly diffuse shading model
  2. Particle Life simulation in browser using WebGPU
  3. Estimating variance reduction in importance sampling
  4. Simulating water over terrain
  5. Exploring ways to mipmap alpha-tested textures

2024 9

  1. Implementing a tiny CPU rasterizer | Part 6: Adding some depth
  2. Implementing a tiny CPU rasterizer | Part 5: Fixing issues with 3D
  3. Implementing a tiny CPU rasterizer | Part 4: Changing perspective
  4. Implementing a tiny CPU rasterizer | Part 3: Interpolating colors
  5. Implementing a tiny CPU rasterizer | Part 2: Drawing a triangle
  6. Implementing a tiny CPU rasterizer | Part 1: Clearing the screen
  7. (Yet another) Introduction to quaternions
  8. Transforming colors with matrices
  9. Demystifying multiple importance sampling

2023 14

  1. 3D shape matching with quaternions
  2. Computing forces in a system of beams, properly
  3. Computing forces in a system of beams
  4. So, you want to make a game engine
  5. Quaternion derivatives
  6. Complex numbers, Wirtinger derivatives and 2D inverse kinematics
  7. Porting my C++ game engine to Android
  8. Skeletal animation in glTF
  9. Uniqueness of matrix inverses
  10. Making a 2D soft-body physics engine
  11. How not to design a UI library
  12. Two-pass Gaussian blur coeffifients generator
  13. My favourite animation trick: exponential smoothing
  14. Super simple generic animation controller in C++

2022 8

  1. Building a quadtree in 22 lines of code
  2. The quest for perfect collisions
  3. C++ audio mixing library design
  4. C++ behavior trees library design
  5. A stupidly simple spatial data structure
  6. A simple texture atlas packing algorithm
  7. A better point light attenuation function
  8. Compute shaders in graphics: Gaussian blur

Undated 1

  1. Implementing a tiny CPU rasterizer (tutorial series)