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2D Rigid Body Collision Resolution

sassnow.ski

61–69 of 69 posts

Re: 2D Rigid Body Collision Resolution

#62
post #50

Oh! Look, a well-researched, deeply-explained, and interactive post. Honestly, when I initially read the domain name and noticed the TLD is " .ski " I was thinking it is from the author who wrote about Mecanical Watch [1] and other cool stuff.. it turned out to be a totally different one but of similar quality. What's the secret sauce behind this " .ski " TLD :) ___________________ 1. https://news.ycombinator.com/ite…

There is very simple reason for this: "ski" it the most common suffix of Polish surnames, of which the most popular is Kowalski. There are a lot of people out there either Polish or with Polish origins. Author of https://ciechanow.ski – the site we all love here – is Polish programmer working for Apple.

On the same note there are some names that no matter the domain you know you're going to get a wizard, anyone named Thiago is a beast and I've chanced on several.

Re: 2D Rigid Body Collision Resolution

#63

One side project I am working on right now is a 2d space shooter I am developing with my son. The idea is to have top down look, have each player control some kind of ship and fly in an enclosed area filled with space debris and shot opponents. An important aspect of this game is that the space debris can be moved around the arena and used creatively to capture opponents, prevent them from achieving their goals, etc.…

This will be a useful reference for later on if not now as well. http://www.jeffreythompson.org/collision-detection/table_of_..., it covers collision between points, circles, rectangles, lines, polygons, and triangles.

Re: 2D Rigid Body Collision Resolution

#64
post #50

Oh! Look, a well-researched, deeply-explained, and interactive post. Honestly, when I initially read the domain name and noticed the TLD is " .ski " I was thinking it is from the author who wrote about Mecanical Watch [1] and other cool stuff.. it turned out to be a totally different one but of similar quality. What's the secret sauce behind this " .ski " TLD :) ___________________ 1. https://news.ycombinator.com/ite…

There is very simple reason for this: "ski" it the most common suffix of Polish surnames, of which the most popular is Kowalski. There are a lot of people out there either Polish or with Polish origins. Author of https://ciechanow.ski – the site we all love here – is Polish programmer working for Apple.

Well explained, +1. Didn't knew Ciechanowski is working for Apple. Such a genius!

Re: 2D Rigid Body Collision Resolution

#65
post #63

One side project I am working on right now is a 2d space shooter I am developing with my son. The idea is to have top down look, have each player control some kind of ship and fly in an enclosed area filled with space debris and shot opponents. An important aspect of this game is that the space debris can be moved around the arena and used creatively to capture opponents, prevent them from achieving their goals, etc.…

This will be a useful reference for later on if not now as well. http://www.jeffreythompson.org/collision-detection/table_of_... , it covers collision between points, circles, rectangles, lines, polygons, and triangles.

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Re: 2D Rigid Body Collision Resolution

#67
post #47
post #39

Earlier quoted context omitted.

In proper physics simulations, everything's about forces, most things are springs, and you never teleport stuff. In games, modelling the ground as a spring really doesn't work and teleporting entities when they collide with parts of the world often makes a lot of sense. It's just not the same. EDIT: If I'm incorrect, please explain how. I've written some game physics systems and seen some proper physics sim systems a…

The principle of least constraint is the basis for rigid body mechanics based contact forces. This has been known since the days of Gauss and Hamilton, and is fundamentally how restitution and collision forces are derived in Lagrangian mechanics. There's a long literature on this going back more than a hundred years. It's true that some commercial solvers like Ansys use spring/penalty methods, but this is due to the…

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Re: 2D Rigid Body Collision Resolution

#68

I had fun building a TypeScript demo about this topic, involving balls that can bounce and collide. I learned a lot. Code: https://github.com/vandrieu/canvas-bouncing-ball (the collision logic is in src/collision.ts) Result/Demo: https://vandrieu.github.io/canvas-bouncing-ball/

This is a really nice demo, great job! I might turn it into a little multiplayer game if you don’t mind?

If so, could you add a license?

Re: 2D Rigid Body Collision Resolution

#69
post #68

I had fun building a TypeScript demo about this topic, involving balls that can bounce and collide. I learned a lot. Code: https://github.com/vandrieu/canvas-bouncing-ball (the collision logic is in src/collision.ts) Result/Demo: https://vandrieu.github.io/canvas-bouncing-ball/

This is a really nice demo, great job! I might turn it into a little multiplayer game if you don’t mind? If so, could you add a license?

I don't know anything about licences, but no problem, help yourself, take the code, do whatever you want with it, sell it if you want, I would be pleased. Let me know what you built with it, it would be nice for me to see my code used in a game :)
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