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 […]

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 […]

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 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 […]