PhD Researcher (Computer Science) | Software Developer | Engineering Manager
Destination for developers and advanced students seeking to understand the deep connections between computer science theory, mathematics, and practical software engineering. We explore the 'why' behind the code.
Dr. Pavel Vlašánek
We are traveling back to 1993 to code a text-mode endless runner using absolutely zero game engines, relying on just pure, raw C++. We are pushing the terminal to its limits!
This time not on Thursday, but see you in a few days!
- Pavel
4 days ago | [YT] | 16
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Dr. Pavel Vlašánek
Game dev math might look difficult, but the concepts are actually pretty easy. In the next video, we are going to talk about dot products, cross products, matrices, vectors, and their multiplication.
Oh, and of course, their applications!
See you on Thursday!
- Pavel
1 week ago | [YT] | 36
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Dr. Pavel Vlašánek
Debugging! In the next video, we are going through two projects - a small C++ physics demo and a 3D Pacman game in DirectX 11 - to learn how to hunt down bugs.
Learn the "Disappearing Act" strategy, how to break your brain's autocorrect, and why print debugging actually rules. Stop guessing and start fixing.
See you on Thursday!
- Pavel
2 weeks ago | [YT] | 20
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Dr. Pavel Vlašánek
Take a look around. Chances are you see something purple. But what if I told you your brain is completely making it up?
In my new video, we dive into the weird physics of light to prove that purple doesn't actually exist. We break down the whole process, from how your eyes decode the electromagnetic spectrum, to the exact "404" moment that forces your brain to invent a fake color just to cope.
If you want to understand the biological tricks your mind plays on you, this is the place to start.
See you on Thursday!
- Pavel
3 weeks ago (edited) | [YT] | 9
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Dr. Pavel Vlašánek
It's time to make our cube modern and use the maximum power your computer has to offer.
In my new video, we bypass game engines and use C++ and DirectX 11 to talk directly to the GPU. We cover the entire rendering pipeline, from setting up a raw Win32 window and managing memory bottlenecks, to writing custom HLSL shaders.
If you want to build a solid mental model of graphics programming and see the actual GPU assembly line in action, this is the place to start.
See you on Thursday!
- Pavel
1 month ago | [YT] | 22
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Dr. Pavel Vlašánek
Can you see the cube? Without the outlines, it only exists when it's moving. Freeze the frame or take a screenshot, and the shape completely disappears into random noise.
Sounds weird and confusing? You'll see what I mean in the next video! 🙂
See you on Thursday!
- Pavel
1 month ago | [YT] | 17
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Dr. Pavel Vlašánek
Let’s continue with our cubes! In the next video, we’re going to apply textures and basic shading. No libraries, nothing complicated, just a pure, step-by-step implementation, including the math!
See you on Thursday!
- Pavel
1 month ago | [YT] | 30
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Dr. Pavel Vlašánek
Anyone can type in a cheat code, but do you know how to rewrite the game's binary to make your own rules?
In my new video, we are cracking open Prince of Persia to see exactly how it ticks. I’ll show you how to:
- break the 60-minute time limit (to 255)
- edit enemy health
- force a Skeleton encounter in Level 1!
...and more.
We are doing this the hard way, editing the code directly in Notepad++!
See you on Thursday!
- Pavel
1 month ago | [YT] | 25
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Dr. Pavel Vlašánek
Last week, we built rotating cube using rasterization. Now, we’re building a ray tracer from scratch. You might be surprised to learn that ray tracing is actually more elegant and requires fewer lines of code than the rasterization we used before!
In the next video, we turn a flat circle into a 3D sphere using nothing but a quadratic equation and a dot product. Forget “RTX On.” Let’s build it ourselves!
See you on Thursday!
- Pavel
1 month ago | [YT] | 14
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Dr. Pavel Vlašánek
In the next video, we’re going to break down 3D graphics from the ground up - just vertices, edges, and a bit of math. Using a Rubik’s Cube as a visual aid, we’ll explore rotation, backface culling, and perspective, step by step with clear code examples.
See you on Thursday!
- Pavel
1 month ago | [YT] | 19
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