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.

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.

Geometry

Home/Geometry

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

By | 2012-10-31T15:27:44+00:00 October 31st, 2012|Collision Detection, Geometry, Polygons, Technical|14 Comments

Implementing a wrap-around world

Hello and welcome back to my blog! This time I'm going to be talking about something related to the game I'm currently working on, which is a little asteroids style MMO: a wrap-around world. This was necessary because the asteroids world I'd made was infinite in every direction, which meant finding other players could quickly [...]

By | 2012-04-13T18:22:17+00:00 April 13th, 2012|AS3, Geometry, Graphics, Technical|5 Comments

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

By | 2012-11-21T09:32:14+00:00 April 2nd, 2012|AS3, Circles, Collision Detection, Geometry, Physics, Technical|12 Comments

Fun with convex polygons

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 [...]

By | 2012-03-29T17:36:00+00:00 March 29th, 2012|AS3, Geometry, Graphics, Polygons, Technical|12 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 basic grasp of maths and geometry. Definitions I will define matrices in bold uppercase, vectors in uppercase [...]

By | 2017-03-01T14:54:06+00:00 April 20th, 2011|AS3, Collision Detection, Geometry, Physics, Technical|154 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 of maths and geometry but would like to step into the world of simulation. It [...]

Isometric coordinate systems – the modern way

Hello and welcome back to my blog! This time i'm going to cover a subject aimed at beginners setting out trying to make a simple isometric 2d, grid based game. The reason i thought this would be of use is because i've not seen isometric coordinate systems described this way before, and i thought it [...]

By | 2014-05-12T12:00:35+00:00 March 27th, 2011|AS3, Geometry, Graphics, Technical|15 Comments