Author Archives: Paul Firth
2D polygonal collision-detection and internal edges
Hi and welcome back to my blog! I wanted to share something I’ve recently discovered about the heinous problem of internal edges in 2D polygonal collision detection. It’s not a full-solution, but maybe it will give some other programmers an … Continue reading
How to make a multi-player game – part 1
Hello and welcome back to my blog! Its been a while since my last post, this is because I’ve been working on a multi-player game, called mmoAsteroids which you can play by clicking on the icon on the side-bar. This … Continue reading
Flash portals and version control
Hello and welcome back to my blog! This article is about version control when releasing a game onto the various Flash portals. Portals A portal is a web-site which concentrates on hosting a large quantity of Flash games. The prolific … Continue reading
Composing in-game music – retro style
Hello, and welcome back to my blog! Its time for another guest post – I commissioned this one after a very long search to find an artist talented enough and with the right skill-set for composing in game music in … Continue reading
Implementing a wrap-around world
Hello and welcome back to my blog! This time I’m going to be talking about something related to the game I’m currently working on, which is a little asteroids style MMO: a wrap-around world. This was necessary because the asteroids … Continue reading
The physics of rolling
Hello and welcome back to my blog! This time I’m going to talk about the physics behind simulating a rolling circle, Super Monkey Ball style but in 2d. The key The key to making this work is understanding how we … Continue reading
Fun with convex polygons
Hello and welcome back to my blog! I wanted to talk about a couple of elegant ways of working with polygons that I’ve used over the years. Simple convex polygon area I’ve seen a lot of people go through and … Continue reading



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