Featuring three example levels, with continuous collision detection and internal edge contact removal for smooth navigation around the tile based levels, this platform game engine will serve as a great basis for any tile based, platform game. Choose from four different versions of the game, from a basic, completely free version, to the full [...]
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A comprehensive introduction to writing your own physics engine. At the beginning of this article, if you are able to code the physics behind the 1972 game Pong, by the end of the article you will be equally happy writing your own constraints to use in your own physics solver! Read the article [...]
A continuous collision detection technique called Speculative Contacts which has been employed in games such as Little Big Planet PS3 and PSP versions. Full source code with multiple examples. Read the article All the source code to the [...]
Learn about collision detection, from the very basics of figuring out if two circles are colliding, to calculating the exact time of impact between two fast rotating/moving polygons. The article comes with multiple pieces of example source code. Read the article [...]
Wildbunny: deep knowledge for game-dev and more! Insider knowledge from an industry expert on topics such as blazing fast, realistic physics simulation, collision detection techniques and game engines explained in plain English, with working examples and downloadable code.
Hello and welcome back to my blog! This article is about version control when releasing a game onto the various Flash portals. Portals A portal is a web-site which concentrates on hosting a large quantity of Flash games. The prolific nature of the Flash portals is one of the major reasons to chose Flash as [...]
Hello, and welcome back to my blog! Its time for another guest post - I commissioned this one after a very long search to find an artist talented enough and with the right skill-set for composing in game music in a highly compressed form: Chip tunes. These are steeped in home-computer history and have their [...]
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 [...]
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 [...]