Category Archives: Physics & Collision Detection

Building a 2D physics engine, Part 2 – shapes and collisions

Last time we discussed the basics of linear motion. In this post, we’ll talk about the basics of assigning shapes and detecting collisions between these shapes. But before we do that, a quick aside: It took me longer to get … Continue reading

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Building a 2D physics engine, Part 1 – Basic motion

Let’s kick off this series with some basics, and walk through the design & approach used. I’m assuming that everyone is familiar with the math concepts I’ve covered in the past, so I won’t dwell too heavily on the details … Continue reading

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Building a 2D physics engine, Part 0 – Introduction

When I first started this blog several years ago, one of the goals was to put together a detailed walkthrough or tutorial for building a simple physics engine. Unfortunately, it’s now several years later and that tutorial hadn’t shown up, … Continue reading

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Github repository for the blog

I’ve created a github repository to host code accompanying this blog, located at https://github.com/rezanour/blog. I will be (finally!) starting a step by step walkthrough to building a basic physics engine, and the code samples will be coming directly from a … Continue reading

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Intro to Physics in Games

Migrated from http://blogs.msdn.com/b/rezanour I’ve decided to try something a bit different and mix in physics posts while I wrap up the math primer. Many of you might be more interested in the physics, or may already be familiar with the … Continue reading

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