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    <title>DEV Community: Thomas Poli</title>
    <description>The latest articles on DEV Community by Thomas Poli (@thomaspoli).</description>
    <link>https://dev.to/thomaspoli</link>
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      <title>DEV Community: Thomas Poli</title>
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      <title>How Game Engines Handle Physics: A Beginner's Primer</title>
      <dc:creator>Thomas Poli</dc:creator>
      <pubDate>Thu, 15 Oct 2026 11:22:06 +0000</pubDate>
      <link>https://dev.to/thomaspoli/how-game-engines-handle-physics-a-beginners-primer-2d7o</link>
      <guid>https://dev.to/thomaspoli/how-game-engines-handle-physics-a-beginners-primer-2d7o</guid>
      <description>&lt;p&gt;Ever watched a character ragdoll through a wall or a crate launch into orbit? Those are physics systems doing exactly what they were told. Here's how it works under the hood.&lt;/p&gt;

&lt;h2&gt;
  
  
  What "physics" means in a game engine
&lt;/h2&gt;

&lt;p&gt;Mostly rigid body dynamics, handled by a &lt;a href="https://en.wikipedia.org/wiki/Physics_engine" rel="noopener noreferrer"&gt;physics engine&lt;/a&gt; — Unity uses PhysX-based solutions, Unreal uses Chaos, Godot ships its own solver.&lt;/p&gt;

&lt;h2&gt;
  
  
  Rigidbodies: the building blocks
&lt;/h2&gt;

&lt;p&gt;A rigidbody bundles mass, velocity, drag and gravity response. Dynamic bodies are fully simulated; kinematic bodies move only when code moves them. See &lt;a href="https://szgames.co.uk/" rel="noopener noreferrer"&gt;this UK gaming resource&lt;/a&gt; for more beginner-friendly explainers.&lt;/p&gt;

&lt;h2&gt;
  
  
  Collision detection in two phases
&lt;/h2&gt;

&lt;p&gt;Broad phase eliminates impossible pairs via bounding boxes or octrees; narrow phase runs precise tests on the rest. Games use simplified invisible collision proxies — most players never notice.&lt;/p&gt;

&lt;h2&gt;
  
  
  The physics tick
&lt;/h2&gt;

&lt;p&gt;Physics runs on a fixed timestep (typically 50–60/second), decoupled from rendering, so simulation behaves identically at 30fps and 144fps.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why physics bugs happen
&lt;/h2&gt;

&lt;p&gt;Tunnelling, exploding crates and jittering stacks all come from the solver approximating reality each tick. The bugs are the seams showing.&lt;/p&gt;

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      <category>beginners</category>
      <category>gamedev</category>
      <category>softwaredevelopment</category>
      <category>tutorial</category>
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      <title>Running LLMs Locally on a Budget: A Practical 2026 Guide</title>
      <dc:creator>Thomas Poli</dc:creator>
      <pubDate>Thu, 15 Oct 2026 11:21:56 +0000</pubDate>
      <link>https://dev.to/thomaspoli/running-llms-locally-on-a-budget-a-practical-2026-guide-4h2i</link>
      <guid>https://dev.to/thomaspoli/running-llms-locally-on-a-budget-a-practical-2026-guide-4h2i</guid>
      <description>&lt;p&gt;Cloud AI APIs are convenient, but they come with recurring costs, latency, and the small matter of sending your data to someone else's servers. Running a language model on your own machine solves all three — and in 2026 the tooling has matured enough to be genuinely practical on modest hardware.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why run models locally?
&lt;/h2&gt;

&lt;p&gt;Privacy: your prompts never leave your machine. Cost: after the hardware, inference is essentially free. Offline access: a local model works anywhere. The trade-off is capability on the hardest reasoning tasks, but for code completion, summarisation and drafting, the gap is smaller than many expect.&lt;/p&gt;

&lt;h2&gt;
  
  
  The tooling: Ollama and LM Studio
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://ollama.com/" rel="noopener noreferrer"&gt;Ollama&lt;/a&gt; is the simplest start: install it, run &lt;code&gt;ollama run llama3.2&lt;/code&gt;, and you're chatting within minutes. LM Studio is the friendlier GUI alternative. If you'd like a fuller walkthrough, &lt;a href="https://techsslash.co.uk/" rel="noopener noreferrer"&gt;this UK tech walkthrough&lt;/a&gt; covers the whole setup step by step.&lt;/p&gt;

&lt;h2&gt;
  
  
  What hardware do you actually need?
&lt;/h2&gt;

&lt;p&gt;The key number is memory: a quantised 7–8B model needs about 5–6 GB of free memory, a 13B model around 8–9 GB, and a 32B model roughly 20 GB. A laptop with 16 GB of unified memory comfortably runs 7–8B models.&lt;/p&gt;

&lt;h2&gt;
  
  
  Which models suit modest hardware?
&lt;/h2&gt;

&lt;p&gt;The 7–8B class is the sweet spot: Llama 3.2 8B, Mistral 7B, Qwen 2.5 7B. For coding, smaller code-specialised models often outperform larger general ones.&lt;/p&gt;

&lt;h2&gt;
  
  
  A note on expectations
&lt;/h2&gt;

&lt;p&gt;Local models hallucinate — treat them as drafting assistants, not oracles, and verify anything factual.&lt;/p&gt;

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      <category>ai</category>
      <category>llm</category>
      <category>privacy</category>
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