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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 Tips1&2 Revisited, Part 4: Pixel Based Physics
Destructible Terrain and Pixel based Physics In this post here I had faithfully followed and recreated in Phaser 3, the amazing tutorial...
cedarcantab
Aug 20, 20225 min read
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Box2D-Lite Walkthrough in Javascript: Preparations - Different Spaces & Drawing Boxes
All my Box2D-Lite posts have been transferred to my new blog site: Introduction Different Spaces and Drawing Boxes Unconstrained Dynamics...
cedarcantab
Aug 18, 20221 min read
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Box2D-Lite Walkthrough in Javascript: Introduction
All my Box2D-Lite posts have been transferred to my new blog site: Introduction Different Spaces and Drawing Boxes Unconstrained Dynamics...
cedarcantab
Aug 13, 20221 min read
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Understanding 2D Physics Engines with Phaser 3, Part 23.2: Constrained Dynamics: Contact Constraint
In the prior post started our exploration into the world of constraint solvers by looking at constraint functions. In this post we will...
cedarcantab
Jul 18, 20224 min read
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Understanding 2D Physics Engines with Phaser 3, Part 23.1: Constrained Dynamics: Introduction
Introduction In this post I start to look into the deep world of Constraints and Constraint Solvers. You will appreciate why I say deep,...
cedarcantab
Jul 17, 20228 min read
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Understanding 2D Physics Engines with Phaser 3, Part 22: Screen Space
In the prior post, we talked about the concepts of different frames of reference. Specifically, we talked about the local or model space,...
cedarcantab
Jul 5, 20223 min read
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Understanding 2D Physics Engines with Phaser 3, Part 21: Local (Model) space vs World space
Local vs World space In this post I document the introduction of the concept of local space vs world space. Frankly, the concepts are not...
cedarcantab
Jul 4, 20225 min read
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Understanding 2D Physics Engines with Phaser 3, Part 20: Clipping Method
Extending the Clipping Method to deal with Circles In the prior post we successfully completed the implementation of the clipping method...
cedarcantab
Jul 3, 20222 min read
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Understanding 2D Physics Engines with Phaser 3, Part 19: Clipping Method
Finding Contact Points of overlapping Convex Polygons using the Clipping Method The separating axis theorem can tell us whether a polygon...
cedarcantab
Jul 1, 202210 min read
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Understanding 2D Physics Engines with Phaser 3, Part 18: Collision Response with Rotation
Rectange to Rectangle Collision Response with Rotation In a prior post we looked at how to identify the contact point of two colliding...
cedarcantab
Jun 30, 20226 min read
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Understanding 2D Physics Engines with Phaser 3, Part 17.2: Collision Response with Rotation
Capsule to Capsule collision response with rotation In the previous post I looked into how we can identify contact point(s) when two...
cedarcantab
Jun 20, 20225 min read
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Understanding 2D Physics Engines with Phaser 3, Part 17.1: Collision Response with Rotation
Capsule to Capsule Collision response with Rotation Having dealt with the concepts of center of mass and mass moment of inertia, we...
cedarcantab
Jun 19, 20223 min read
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2D Raycasting using Phaser 3, Part 4
Exploring the Geom.Intersects.GetLineToPolygon method In my exploration of 2D raycasting using Phaser 3, I created simple 2D raycasters...
cedarcantab
Jun 12, 20226 min read
114 views
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Sloped Tile Collision Detection in Phaser 3
Making Characters Climb Sloped Tiles After a long and tortuous journey I finally managed to get CozyPhysics engine to work with partial...
cedarcantab
May 28, 20228 min read
101 views
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GJK in Javascript, Part 1: Detect Overlap Between Polygons
Collision Detection using Gilbert-Johnson-Keerthi (GJK) algorithm Having looked at the Separating Axis Theorem (SAT), I look at another...
cedarcantab
May 26, 202213 min read
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Understanding 2D Physics Engines with Phaser 3, Part 15: SAT - Line vs Circle vs Polygon vs Capsule
In previous posts I have dealt with checking for collisions of the following combinations: polygon vs polygon polygon vs line segment...
cedarcantab
May 15, 20222 min read
18 views
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Partial Tile Collision in Phaser 3: Climbing "Slopes"
Having worked out the basic logic for detecting collisions with partial tiles, there is light at the end of the tunnel to making Mario...
cedarcantab
May 14, 20225 min read
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Partial Tile Collision in Phaser 3: The Basics
Finally, we go beyond recreating (cut-down version of) Phaser's arcade physics engine, and tackle the problem of partial tiles. The...
cedarcantab
May 14, 20224 min read
53 views
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Pixel Perfect Tile Collision in Phaser 3, Part 2
Introducing gravity and bounce In the previous post I got as far as recreating basic tile collisions for my CozyPhysics engine. The...
cedarcantab
May 13, 20224 min read
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Pixel Perfect Tile Collision in Phaser 3, Part 1
Cozy Physics Engine: Starting from the beginning Now that I have gained some understanding of how Phaser's arcade physics engine deals...
cedarcantab
May 12, 20229 min read
64 views
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