top of page
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.
Home: ようこそ!
Search
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...
8 views0 comments
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...
18 views0 comments
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...
89 views0 comments
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...
61 views0 comments
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...
122 views0 comments
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...
5 views0 comments
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...
10 views0 comments
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...
25 views0 comments
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...
33 views0 comments
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...
228 views0 comments
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...
34 views0 comments
cedarcantab
Feb 22, 20225 min read
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...
2 views0 comments
cedarcantab
Feb 16, 20221 min read
Understanding 2D Physics Engines with Phaser 3, Part 4.2: Collision Response (Friction)
Simulating Friction In the previous post we looked at how impulse can be applied along the collision normal to effect "bounce". By...
7 views0 comments
cedarcantab
Feb 15, 20225 min read
Physics Simulation in Javascript: Circle2Circle Collision Response (Bounce)
Circle vs Circle Collision Response In the previous post I covered: detecting collisions (strictly speaking, overlap) between two...
29 views0 comments
cedarcantab
Feb 9, 20224 min read
Physics Simulation in Javascript: Circle to Circle Collision Resolution
Resolution of collisions between two circles In the previous post we discussed how to assess whether two circles are colliding, or...
16 views0 comments
cedarcantab
Feb 7, 20223 min read
Physics Simulation in Javascript: Circle to Circle Collision Detection
Collision Detection and Collision Resolution between 2 Circles One of the core functions of a physics engine is of course to detect when...
29 views0 comments
cedarcantab
Feb 4, 20227 min read
Phaser Coding Tips 7 Revisited: Creating a Shoot-em-up Tutorial
For those new to the art of creating shoot-em-up games using Javascript/Phaser framework like me, there is a fantastic tutorial here by...
76 views0 comments
cedarcantab
Feb 4, 20225 min read
Physics Simulations in Javascript: Circle to Boundary Collision Detection
Boundary Collision Detection Following on from the previous post, we introduce the concept of collision detection by discussing how to...
10 views0 comments
cedarcantab
Feb 3, 20223 min read
Physics Simulations in Javascript: Moving a ball with Euler Integration
Having covered the fundamental laws of physics necessary (at least for linear motion) and vector maths, it is time to make a start. But...
9 views0 comments
cedarcantab
Feb 1, 20224 min read
Understanding 2D Physics Engines with Phaser 3, Part 1.6: Affine Transformation Matrix
Phaser 3 TransformMatrix In the previous post we looked at how a point can be rotated about the origin through multiplying the position...
5 views0 comments
Home: Blog2
Home: 配信登録
bottom of page