Tags: GameDev, 3D, cross-platform, C++, Android, Windows, OpenGL ES 3.2. This blog has evolved into a practical, step-by-step guide on writing a cross-platform 3D app (game) from scratch. Writing own game is my old dream. Now, I finally know how to do it right. Have a few ideas in mind what it could be, haven’t […]
Fear of AI
While contemporary anxieties—like “Terminator” scenarios or displacement of the workforce—are understandable and often justified, they overlook the essence of the subject. AI is not an alien force, it is a linguistic model synthesized from our entire cultural and technical ancestry. It is, quite simply, our own magnifying mirror. “Don’t blame the mirror for your ugly […]
C++ as a new Sanskrit
While C++ developers still exist (as a vanishing Red List rarity), the Global Market’s ever-growing hunger for faster and cheaper solutions is actually killing this frighteningly thinning layer of unique Real Engineers. We are seeing a shift from Craftsmen to easily-replaceable Technicians trained to pick best-fit (or not “best”?) framework from endless ever-changing list of […]
Chapter 15. Code optimization
I hasten to disappoint you: this chapter isn’t about “how to”, but quite opposite: “how to NOT“. Judging by the fact that you are reading this, I dare to assume you are a C++ developer, which means your code is ALREADY optimized well enough by your own design and Project vision. Compiler interference with the […]
Why In the beginning was the Word?
The Architecture Logic of Biblical Creation: programmer’s POV Tags: System Design, Linguistics, Philosophy, Ancient History, C++, OOP In short: What if Biblical Creation wasn’t about “making” stuff ? Disclaimer: This is NOT a religious discussion. I’m not trying to question the Bible. I’m trying to question my own perception of it. This is my attempt […]
Chapter 14. Publishing to Android Play Store
An important step that is missing from all instructions: Before everything else: let’s make sure, that app is releasable. At first I didn’t do it myself, which I later regret more than once. Step 0. Release build. If you have working release build already, then just skip this step. Otherwise I assume, that everything you’ve […]
Why not Unity or Unreal?
Some people ask why I choose not to use Unity or Unreal, considering them obvious, almost the only possible choice. Will try to explain in details: From the beginning I was looking for what could differ me from what is usually seen on the market (including Unity and Unreal projects). There was a list of […]
Chapter 13. Publishing to Windows Store
Finally, our project has reached a point where it can be shown as a standalone demo, in Microsoft Store for example. I didn’t expect it to be easy, and it sure wasn’t. I can’t say that Microsoft’s instructions I have used were “wrong” or “inaccurate”, but sometimes they were SO complicated, not sequential and confusing […]
Chapter 12. Sound and smoke
Contrary to my expectations, these 2 topics were not that complicated. So I decided that one article on them would be enough. Here’s how it looks and sounds like: Sound Essentially, the topic came down to finding a suitable audio library/API. I’ve checked a few, including OpenSL, OpenAL, irrKlang, SFML, FMOD, PortAudio, SDL2, etc. Many […]
Chapter 11. Interactivity
Now we’ll try to implement game objects’ reaction on our own manual input (mouse for instance). The main part is how to determine which game object the mouse is pointing at. We’ll use the same approach as in previous chapter. Unlike in collision detection we’ll calculate object’s sizes/position not in world X-Z plane, but in […]
Chapter 10. Collision detection
Collision detection is the heartbeat of game logic. Essentially, any game is just a set of rules defining how objects behave when they interact. Think of a shell and a tank: when they meet, the shell is destroyed, the tank explodes, and the game state changes. But how do we mathematically determine if two objects […]









