This is just a running stream of consciousness I update as I would in a real time chat of what I’m working on, what I’m thinking about with regards to the project and how things are going. I think I’ll create one of these once per month and just keep adding to them, the most recent content will be at the top.


January 22, 2026 11:45 PM (PST)

Still working on my bvh implementation. I have built a static and a dynamic bvh, tomorrow I’ll work on the broad phase search and only then adding contacts.

January 21, 2026 11:37 PM (PST)

Wrote some bvh init and insertion code. Need to write size calculations tomorrow and then add a way to fill a list of potential contacts. I am reusing my ps_sphere_t so my existing collision code for two spheres should work and be fast for binding potential collisions for the broad phase search.

January 21, 2026 10:16 PM (PST)

Going to start implementing a BVH after having finished chapter 12 in Game Physics Engine Development (2nd Ed). Just going to use bounding spheres and see how it goes. While I don’t use classes in my C++ I think I’ll try to follow the idea of the code in the book for BVH and bounding spheres as closely as possible, probably using a tagged union type. I’ll stick all this code into my existing physics file and header.

January 21, 2026 6:16 PM (PST)

Changed my mie phase to use HG Draine as per An Approximate Mie Scattering Function for Fog and Cloud Rendering and it came out pretty well with a d value of 5

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January 20, 2026 11:43 PM (PST) You can tell when I got into CUDA by looking at my GitHub profile, my GitHub activity peaked. That dark area is when I was deathly sick

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January 20, 2026 11:33 PM (PST)

The Hillaire sky works all the way from space down to the ground.

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