Teapots, Springs, and Cascaded Shadow Maps
Rigid Body Teapots and Springs
I’m working on the foundations for a game - still using Swift Playgrounds, and with my existing renderer as a jumping off point. I’m working towards a physics engine with rigid bodies, and testing with teapots and springs.
Cascaded Shadow Mapping Notes
I recently introduced cascaded shadow mapping to my engine and rather enjoyed writing the mathematics of it out in note form, as well as designing the on screen game pad to be a bit better.
Working through the mathematics by hand helps solidify understanding of the rendering techniques, and the visual notes serve as a useful reference for future development work. I also sketched out my idea for how the on screen gamepad should work.