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.

Physics

Home/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 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

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

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 [...]

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

By | 2017-02-28T20:12:34+00:00 March 25th, 2011|Collision Detection, Physics, Silverlight, Technical|175 Comments

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

By | 2012-11-21T09:42:04+00:00 March 1st, 2011|Geometry, Graphics, Physics, Silverlight, Technical|8 Comments