March 22, 2014
Circle-Rectangle Collisions
The last type of collision we need to implement is the circle-to-rectangle collision. The math behind such a collision is split into two parts based on where the collision is on the rectangle.
March 21, 2014
Circle Collisions, and Refactoring the Collision System
While implementing the circle colliders, I decided to do some refactoring of the collision system. Most notably, I’ve added two vectors, resolution and impulse, to keep track of the minimum displacement needed to resolve the collision and the impulse that needs to be applied to the colliding entities.
March 19, 2014
Rectangle Collisions
Before we can safely make our entities move, we need a way to make them stop. To accomplish this goal, the next thing to implement is a collision system. There are a few considerations to make, such as what types of collisions our collision system should support and what shapes we will use.
March 15, 2014
Update on Next Post
I’m working on a post to describe the collision system. I’ve implemented a simple rectangle collision, but am adding support for circle collisions as well. I’m also playing around with some options on mass and elasticity. Once I’ve determined all of that, I’ll have a post ready!
March 14, 2014
The Physical System
At this point, we have a solid framework, an engine core to kick off the game loop, and a sprite system to render and animate graphics. The next step is to make our entities mobile.