Category Archives: Physics

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

Posted in AS3, Circles, Collision Detection, Geometry, Physics, Technical | Tagged , , , , , | 12 Comments

How to make Angry Birds – part 2

Hello and welcome back to my blog! This is the 2nd part of my series on how to make a game like Angry Birds by Rovio – and its been a while coming… You can read the first part here. … Continue reading

Posted in AS3, Collision Detection, Graphics, Making angry birds, Physics, Technical | Tagged , , , , , | 145 Comments

Collision detection for dummies

Hello and welcome back to my blog! This article is a kind of companion article to Physics engines for dummies and talks about the act of actually detecting a collision between two shapes. This article assumes the reader has a … Continue reading

Posted in AS3, Collision Detection, Geometry, Physics, Technical | Tagged , , , , , , | 134 Comments

Physics engines for dummies

Hello and welcome back to my blog! This time i’m going to talk about the basic components that make up a physics engine and how to put them together; this tutorial is aimed at programmers who have a basic grasp … Continue reading

Posted in AS3, Beginner, Collision Detection, Geometry, Graphics, Physics, Technical | Tagged , , , , , , , | 187 Comments

Speculative Contacts – a continuous collision engine approach

Hello and welcome back to my blog… Today i’m going to talk about a continuous collision detection technique called Speculative Contacts which has been employed in games such as Little Big Planet PS3 and PSP versions. First of all we need to answer … Continue reading

Posted in Collision Detection, Physics, Silverlight, Technical | Tagged , , , | 167 Comments

2d isometric land – breaking out of the grid update

Welcome back to my blog Ok, so i’ve realised i was a fool; i totally overcomplicated what you actually need to do in order to collide with a landscape composed of overlapping circles in part 1 and part 2. An … Continue reading

Posted in Collision Detection, Graphics, Physics, Silverlight, Technical | 2 Comments

2d Isometric land – breaking out of the grid part 2

Welcome back! In my last post i covered how to find the distance from a point to a circular arc-length, and how to computer intersection point, normal and penetration distance (assuming a circular collision shape). This time i’m going to … Continue reading

Posted in Geometry, Graphics, Physics, Silverlight, Technical | 8 Comments