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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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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...
cedarcantab
Mar 30, 20225 min read
97 views
1 comment

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...
cedarcantab
Mar 29, 20227 min read
61 views
0 comments

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...
cedarcantab
Mar 28, 202212 min read
66 views
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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...
cedarcantab
Mar 26, 20221 min read
14 views
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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...
cedarcantab
Mar 25, 20222 min read
6 views
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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...
cedarcantab
Mar 24, 20224 min read
4 views
0 comments

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...
cedarcantab
Mar 23, 20226 min read
23 views
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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...
cedarcantab
Mar 22, 20224 min read
3 views
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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...
cedarcantab
Mar 21, 20225 min read
17 views
0 comments

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...
cedarcantab
Mar 14, 20223 min read
21 views
0 comments

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...
cedarcantab
Mar 12, 20223 min read
110 views
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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...
cedarcantab
Mar 12, 20228 min read
83 views
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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...
cedarcantab
Mar 12, 20226 min read
147 views
0 comments

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...
cedarcantab
Mar 10, 20224 min read
8 views
0 comments

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...
cedarcantab
Mar 7, 20229 min read
21 views
0 comments

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...
cedarcantab
Mar 1, 20226 min read
30 views
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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...
cedarcantab
Mar 1, 20226 min read
33 views
0 comments

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...
cedarcantab
Mar 1, 20226 min read
236 views
0 comments

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...
cedarcantab
Feb 28, 20226 min read
39 views
0 comments

Understanding 2D Physics Engines with Phaser 3, Part 4: Circle Collision Response with Mass
Collision Response in Circle2Circle with mass In the previous post I developed the crudest form of collision response; that of two...
cedarcantab
Feb 22, 20225 min read
6 views
0 comments
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