<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Jolt Physics on Jan Kelemen - Personal site</title><link>https://jk.rubberdax.xyz/tags/jolt-physics/</link><description>Recent content in Jolt Physics on Jan Kelemen - Personal site</description><generator>Hugo</generator><language>en</language><copyright>© [Jan Kelemen](https://www.rubberdax.xyz)</copyright><lastBuildDate>Sun, 27 Apr 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://jk.rubberdax.xyz/tags/jolt-physics/index.xml" rel="self" type="application/rss+xml"/><item><title>The Invisibles</title><link>https://jk.rubberdax.xyz/post/2025-04-27-the-invisibles/</link><pubDate>Sun, 27 Apr 2025 00:00:00 +0000</pubDate><guid>https://jk.rubberdax.xyz/post/2025-04-27-the-invisibles/</guid><description>&lt;p&gt;It&amp;rsquo;s quite easy to spend weeks making almost no visible progress on my game engine &lt;a href="https://github.com/jan-kelemen/niku"&gt;jan-kelemen/niku&lt;/a&gt;.&lt;/p&gt;
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&lt;h1 id="shadow-mapping"&gt;Shadow mapping&lt;/h1&gt;
&lt;p&gt;After postponing working on shadows from the beginning of this project, I&amp;rsquo;ve finally implemented shadow mapping in the &lt;code&gt;gltfviewer&lt;/code&gt;.
At the start of the video, there is a comparison of the Sponza scene rendered just with the ambient lighting,
then with the added directional light and then with the shadows cast with that directional light.&lt;/p&gt;</description></item></channel></rss>