simulation – Wildbunny

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This Is A Custom Widget

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.

simulation

/Tag:simulation

2D polygonal collision-detection and internal edges

By | October 31st, 2012|Categories: Collision Detection, Geometry, Polygons, Technical|Tags: , , , |

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 idea or two. Food for thought! What are internal edges? In general, polygonal collision detection refers [...]

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 [...]

Fun with convex polygons

By | March 29th, 2012|Categories: AS3, Geometry, Graphics, Polygons, Technical|Tags: , , , , , , |

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 calculate the area of a polygon by breaking it up into separate triangles, carefully calculating the [...]

How to make a 2d platform game – part 2 collision detection

By | December 14th, 2011|Categories: AS3, Collision Detection, Platform game, Technical|Tags: , , , , , , , , , |

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 are applicable to all languages. In this particular article I'm going to talk about the physics, [...]

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 [...]