Category Archives: Collision Detection
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
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 a 2d platform game – part 2 collision detection
Hello and welcome back to my blog! In this series of articles, I’m talking about the technology behind a platform game. If you missed part 1 you can check it out here. The language is actionscript 3.0, but the techniques … 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



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