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
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
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
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
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
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
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



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