Category: Objective-C Engine

April 4, 2014

The Tile System

One common approach to making a platformer is to use tile maps. Old NES and SNES games used this method, and in many cases it is still in use today. Although this engine will not require every scene to be tile-based, the next system to implement is a tile system.

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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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March 31, 2014

Design Decisions

I’m working through a number of design decisions before I release the next article. This engine started as a personal project, but I decided to use it as the topic of a thesis paper for this semester. However, this puts a severe time constraint on the engine, as the thesis is due on April 25.

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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.

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