Physics – Wildbunny

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This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

Physics

/Physics

The physics of rolling

By | April 2nd, 2012|Categories: AS3, Circles, Collision Detection, Geometry, Physics, Technical|Tags: , , , , , |

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 can take a length (like a movement vector) and turn it into an angle (amount of [...]

How to make Angry Birds – part 2

By | June 7th, 2011|Categories: AS3, Collision Detection, Graphics, Making angry birds, Physics, Technical|Tags: , , , , , |

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. The Game Ok, so here is the game so far; there are three demo levels to [...]

Collision detection for dummies

By | April 20th, 2011|Categories: AS3, Collision Detection, Geometry, Physics, Technical|Tags: , , , , , , |

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 basic grasp of maths and geometry. Definitions I will define matrices in bold uppercase, vectors in uppercase and [...]

Physics engines for dummies

By | April 6th, 2011|Categories: AS3, Beginner, Collision Detection, Geometry, Graphics, Physics, Technical|Tags: , , , , , , , |

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 of maths and geometry but would like to step into the world of simulation. It is [...]

Speculative Contacts – a continuous collision engine approach

By | March 25th, 2011|Categories: Collision Detection, Physics, Silverlight, Technical|Tags: , , , |

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 some basic questions. What is continuous collision detection? Continuous collision detection attempts to solve the bullet through paper [...]

2d isometric land – breaking out of the grid update

By | March 18th, 2011|Categories: Collision Detection, Graphics, Physics, Silverlight, Technical|

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 email from Andre, the programmer on the gloriously pretty bunnibunni set me on the right [...]

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

By | March 1st, 2011|Categories: Geometry, Graphics, Physics, Silverlight, Technical|

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 cover how to actually generate all the arc-lengths from a map composed of overlapping circles. Mapping [...]