<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>ImGui on Jan Kelemen - Personal site</title><link>https://jk.rubberdax.xyz/tags/imgui/</link><description>Recent content in ImGui on Jan Kelemen - Personal site</description><generator>Hugo</generator><language>en</language><copyright>© [Jan Kelemen](https://www.rubberdax.xyz)</copyright><lastBuildDate>Thu, 13 Jun 2024 00:00:00 +0000</lastBuildDate><atom:link href="https://jk.rubberdax.xyz/tags/imgui/index.xml" rel="self" type="application/rss+xml"/><item><title>Chess engine visualization</title><link>https://jk.rubberdax.xyz/post/2024-06-13-chess-engine-visualization/</link><pubDate>Thu, 13 Jun 2024 00:00:00 +0000</pubDate><guid>https://jk.rubberdax.xyz/post/2024-06-13-chess-engine-visualization/</guid><description>&lt;p&gt;In the previous post &lt;a href="https://jk.rubberdax.xyz/post/2024-05-14-remaking-world-11-mostly"&gt;Remaking World 1-1 with Vulkan, mostly&lt;/a&gt; I&amp;rsquo;ve shown my progress with learning graphics programming.
In the meantime, I finished another project &lt;em&gt;pawn&lt;/em&gt;, a UCI protocol &amp;ldquo;compatible&amp;rdquo; GUI rendered with Vulkan API. Link to the source code: &lt;a href="https://github.com/jan-kelemen/graphics-demos/tree/master/pawn"&gt;jan-kelemen/pawn&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The original idea that I had in mind when I started was to allow the player to play against the chess engine and for the board to be rendered in an isometric projection and 2.5D, kind of like &lt;a href="https://store.steampowered.com/app/2271360/IsoChess/"&gt;IsoChess&lt;/a&gt;.
This changed a bit along the way, I&amp;rsquo;ve kept the isometric view of the board, but the pieces and the board are full 3D models, it turns out it&amp;rsquo;s easier to find 3D models than the ones that would fit into the 2.5D style.
The second difference is that the player doesn&amp;rsquo;t exist, the chess engine plays against itself, I&amp;rsquo;ll explain the reasons for this later.&lt;/p&gt;</description></item><item><title>Remaking World 1-1 with Vulkan, mostly</title><link>https://jk.rubberdax.xyz/post/2024-05-14-remaking-world-11-mostly/</link><pubDate>Tue, 14 May 2024 00:00:00 +0000</pubDate><guid>https://jk.rubberdax.xyz/post/2024-05-14-remaking-world-11-mostly/</guid><description>&lt;p&gt;A couple of months ago (2 to be exact), I started learning graphics programming with &lt;a href="https://www.vulkan.org"&gt;Vulkan API&lt;/a&gt;.
I went through the &lt;a href="https://vulkan-tutorial.com"&gt;Vulkan Tutorial&lt;/a&gt;, then made a &lt;a href="https://github.com/jan-kelemen/graphics-demos/tree/master/vkpong"&gt;Pong&lt;/a&gt;
clone and a &lt;a href="https://github.com/jan-kelemen/graphics-demos/tree/master/vkchip8"&gt;CHIP-8 emulator&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Sidenote, before this I&amp;rsquo;d never done any serious graphics programming at all, so use the information given here as a learning resource at your own risk.&lt;/p&gt;
&lt;p&gt;After that, it was time to increase the complexity a bit, so I decided to remake the first level from Super Mario Bros, well, mostly.
You can take a look at the gameplay footage of how far I&amp;rsquo;ve gotten in the video below.&lt;/p&gt;</description></item></channel></rss>