Dr. Pavel Vlašánek

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

What could be a better inspiration for writing a rendering pipeline from scratch than turning any image into a bunch of cubes?

In the next project, we’re going to render blocks, implement a z-buffer, camera movement, and basic lighting to make your images come alive. Almost :)

See you on Thursday and even sooner for members!
- Pavel

2 days ago | [YT] | 21

Dr. Pavel Vlašánek

Hey friends!

I am planning to upgrade the 'Vector Level' membership tier soon. Before I do, I want to make sure I am offering resources you actually want and find useful for your coding/game dev/computer graphics/reverse engineering studies. If you were to consider joining, what perk would you like to see?

Vote below or let me know in the comments!

1 week ago | [YT] | 4

Dr. Pavel Vlašánek

We are going to talk about how professionals make software. This is a topic that is frequently not communicated or taught well, and a common misconception is that it is just a bunch of developers writing code. I have seen some negative emotions directed at developers recently, but it is important to say that developers are not the ones shaping the final product or giving the green light to specific features.

See you on Thursday and even sooner for members!
- Pavel

2 weeks ago | [YT] | 17

Dr. Pavel Vlašánek

We are getting back to hacking and cybersecurity to explain what a stack buffer overflow is and how the attack works.

In my new video, we will talk in the bare-metal memory level to show exactly how this exploit happens. We’ll write our own vulnerable retro C++ code and hack the call stack to unlock God Mode, and then explore how modern operating systems fight back against hackers today. Oh, and I’ll show you the buffer overflow problem in the original Doom.

See you on Thursday and even sooner for members!
- Pavel

3 weeks ago | [YT] | 21

Dr. Pavel Vlašánek

Do you know who published the first algorithm ever? Who wrote the first compiler? Or who actually came up with the term “software engineer”? Well, all of these people had at least one thing in common.

More in the next video!

See you on Thursday and even sooner for members!
- Pavel

1 month ago | [YT] | 17

Dr. Pavel Vlašánek

The single cube era is officially over.

We’re taking the training wheels off today to transform our basic cube renderer into a fully navigable, procedurally generated 3D cube world. We are going to move a camera; we’re using spherical trigonometry to drag the entire universe around us, implementing a Hierarchical Painter’s Algorithm to fix depth issues, and building a "mathematical shield" with near-plane Z-clipping to survive the dreaded projection explosion.

See you on Thursday!
- Pavel

1 month ago | [YT] | 42

Dr. Pavel Vlašánek

What color is this dress? Do you see gold and white, or maybe black and blue? Try asking people around, you might be surprised that they see something different!

In the next video, we’re going to take a look at a famous phenomenon that causes us to see different things even when looking at the same object.

See you on Thursday!
- Pavel

1 month ago (edited) | [YT] | 8

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

1 month ago | [YT] | 17

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

2 months ago | [YT] | 69

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 months ago | [YT] | 20