Simulating Natural Systems in a Web Browser
My feline QA team was hard at work batting down digital fireflies while I thought about the threshold of belief. What were the compelling qualities of the system I created that convinced her these targets were real enough to attack?
Vector Field Obstacle Avoidance
This technique provides realistic, seemingly "intelligent" behaviors in a wide class of games with very simple and highly reusable code.
An introduction to the Crafty game engine
This tutorial introduces the core components of the Crafty game engine and walks you through the process of creating a simple adventure game.
Making Games with Box2dWeb
If all you need is to calculate when a couple of rectangles overlap, it’s not a big deal, but for games that involve lots of irregularly shaped sprites moving and reacting to each other realistically, you’ll want to use an industrial strength tool to get the job done.
How Physics Engines Work
This article will guide you through the essential physics of game engines. My goal is to point you in the right direction and teach the concepts that you’ll need to build upon later. The next step is up to you. I hope you’ll use this article as a springboard and go write your own game engine, researching advanced concepts in the process.
Deft and intuitive player character movement in a 2D platformer
Recently, I released Empty Black, my 2D shooter/puzzler/platformer. In this article, I’ll describe how I made the player movement deft and intuitive. My general approach was to change something, then try it out. I took the ideas for adjustments from several sources.
Broad Phase Collision Detection Using Spatial Partitioning
This article focuses on two approaches to broad phase detection of collisions. The first is a brute force method that, while simple, quickly becomes wildly inefficient at typical game entity counts. The second is a form of spatial partitioning called a spatial grid. It is relatively simple, yet handles large numbers of game entities efficiently.