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COZY COZY WORLD
I am an ordinary Japanese salaryman in his 50's.
The posts are mostly about my attempts at programming which I have taken up recently to maintain logical thinking.
And a bit about my travels around the country.
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cedarcantab
Mar 31, 20223 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 4
In the previous three posts, we looked at the various interpolation methods Phaser 3 offers, followed by a look at the...
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cedarcantab
Mar 30, 20225 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 3
Continuing on from the previous post about my exploration of Phaser 3's capabilities to generate splines and motion paths, and using...
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cedarcantab
Mar 29, 20227 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 2
Continuing on from the previous post about my exploration of Phaser 3's capabilities to generate splines and motion paths, this post is...
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cedarcantab
Mar 28, 202212 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 1
When creating shoot-em-ups, you want to have enemies flying in different patterns. You can certainly get sophisticated patterns by using...
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cedarcantab
Mar 26, 20221 min read
Understanding 2D Physics Engines with Phaser 3, Part 12: SAT - Polygon vs Line Collision Detection
This post will be short. It is about using the separating axis theorem (SAT) to detect collision between polygon and line segments. Just...
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cedarcantab
Mar 25, 20222 min read
Understanding 2D Physics Engines with Phaser 3, Part 11.3: SAT - Containment
In the prior post I talked about how to generate a minimum translation vector, which allowed us to push objects around by forcing...
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cedarcantab
Mar 24, 20224 min read
Understanding 2D Physics Engines with Phaser 3, Part 11.2: SAT - Minimum Translation Vector
Minimum Translation Vector In the previous post we look at how to implement a basic separating axis theorem to detect intersection...
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cedarcantab
Mar 23, 20226 min read
Understanding 2D Physics Engines with Phaser 3, Part 11.1: SAT - Convex Polygon Collision Detection
Collision Detection between Polygons with Separating Axis Theorem Phaser provides methods to detect overlap / collision between triangles...
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cedarcantab
Mar 22, 20224 min read
Understanding 2D Physics Engines with Phaser 3, Part 10: Polygon vs Polygon intersection
We have looked at various methods available within the Geom.Intersects class. There are methods that detect the overlap between many...
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cedarcantab
Mar 21, 20225 min read
Understanding 2D Physics Engines with Phaser 3, Part 9: Capsule to Capsule Collision and Resolution
Capsules Phaser 3's default arcade physics engine handles physics bodies as either rectangles (AABB only) or circles. It appears that in...
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cedarcantab
Mar 14, 20223 min read
Understanding 2D Physics Engines with Phaser 3, Part 8: Triangle Collisions
Triangle vs Triangle Collision Detection with Rotation In a prior post I took a quick look at GetRectagleToRectangle method of Phaser's...
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cedarcantab
Mar 12, 20223 min read
2D Raycasting using Phaser 3, Part 3
The previous two posts explored how 2D ray casting can be achieved using the various built-in methods of Phaser 3 framework. They all...
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cedarcantab
Mar 12, 20228 min read
2D Raycasting using Phaser 3, Part 2
2D Raycasting in Phaser 3 Tilemaps In the previous post I looked at the use of Phaser.Geom.Intersect methods to execute raycasting. But...
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cedarcantab
Mar 12, 20226 min read
2D Raycasting using Phaser 3, Part 1
This post is about my exploration into Phaser.Geom.Intersect methods, which eventually led to the raycasting demo below (and more, to be...
127 views
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cedarcantab
Mar 10, 20224 min read
Understanding 2D Physics Engines with Phaser 3, Part 7: Rotation
Rotation in a plane So far we have dealt with circles and axis-aligned boxes. Collision detection, resolution and response becomes...
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cedarcantab
Mar 7, 20229 min read
Understanding 2D Physics Engines with Phaser 3, Part 6: Rectangle Collision Detection & Resolution
Axis Aligned Rectangle Collision Detection and Resolution Having worked through the logic of collision detection between circles and...
14 views
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cedarcantab
Mar 1, 20226 min read
Phaser Coding Tips1&2 Revisited, Part 3: Falling Sand Simulation
Writing to the Canvas at Pixel Level In the previous two posts, my primary motivation for manipulating the HTML canvas directly was to...
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cedarcantab
Mar 1, 20226 min read
Phaser Coding Tips1&2 Revisited, Part 2: Pixel level collision detection
Having learned how to get pixel level data of the HTML canvas directly from Phaser3 framework, I set about recreating the rolling barrels...
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cedarcantab
Mar 1, 20226 min read
Phaser Coding Tips1&2 Revisited, Part 1: Creating a game like Tanks / Worms
In creating my Space Invaders clone, one aspect of the game that I found particularly difficult to implement was the "dissolving" shields...
232 views
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cedarcantab
Feb 28, 20226 min read
Understanding 2D Physics Engines with Phaser 3, Part 5: Circle vs Line Collisions
Handling collisions between Circle and Line We covered the topic of colliding circles against axis aligned lines. In this post we cover...
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