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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
Apr 9, 202210 min read
Phaser Coding Tips 3 Revisited, Part 1: "Ride on" Platforms
Platform Game Tutorial: "Ride on" Platforms Continuing the journey through the fantastic tutorial series (for Phaser 2) by the great...
81 views0 comments
cedarcantab
Apr 5, 20222 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 5
Customer Path Follower, Revised! Further to the previous where I developed my own version of the Path Follower object which relies on...
15 views0 comments
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...
47 views0 comments
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...
93 views1 comment
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...
55 views0 comments
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...
63 views0 comments
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...
14 views0 comments
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...
4 views0 comments
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...
22 views0 comments
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 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
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 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 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
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