Month: April 2014

April 3, 2014

Collision Chaining Part 2

In my last article, I talked about collision chaining as a collision system solution that is able to handle collision resolutions that cause additional collisions. In this article, I will explain some of the problems that collision chaining introduces and how I fixed them.

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April 1, 2014

Collision Chaining: A Collision System Solution

The collision system described in earlier posts is appropriate for when two entities collide in a vacuum. For some games (Asteroids and Pong come to mind), that’s all that is needed. However, there are additional considerations to make for other types of games.

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