Building a 2D Physics Engine From Scratch: SAT Collision Detection in C++ and SDL2
I wanted to actually understand collision detection — not "call the library function," but understand...
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I wanted to actually understand collision detection — not "call the library function," but understand...

I²C Bus in Modern Embedded Systems: Why Engineers Still Rely on It After Four Decades When...
in you CMakeLists define a auto driver: if (UNIX AND NOT APPLE) ...

Steam Controller breaks free from Steam Client, enabling full functionality on Windows and Linux games across all launchers via an SDL patch.
The TD2 port now boots a native SDL archaeology timeline from raw-state design packs instead of a single static demo seed or screenshot playback.
A late-gameplay SDL runtime checkpoint: frame 3400 now uses measured scanline state, cutting the support-surface mismatch nearly in half.
Using measured per-scanline PPU state to fix the live-race horizon and roadside presentation in the SDL reimplementation.
Promoting measured BG3 top-band composition rules into the native TD2 SDL runtime.
Replacing an ad hoc gameplay scanline hook with versioned contract data and promoting a second gameplay bundle in the SDL port pipeline.
The TD2 SDL port now replays the measured default-rival menu window from 2052 to 2088 exactly, with stronger scheduler contracts, input mutation checks, and PNG review artifacts.
Menu and gameplay scheduler rails now load from versioned contracts, and the post-push wiki refresh no longer depends on a clean worktree.
The TD2 SDL port now executes minimal callback scheduler rails for intro, menu, and gameplay instead of relying on one-shot seeded callback state.