In the context of 2D video games, the fundamentals of a physical simulation involves movements of rigid shapes, collisions of the moving shapes, and responses after the collisions. In the previous chapter, you defined the rigid shape classes and a core engine loop to support basic drawing, update operations, and simple movements of rigid shapes. In this chapter, you ...
© Michael Tanaya, HuaMing Chen, Jebediah Pavleas and Kelvin Sung 2017
Michael Tanaya, Huaming Chen, Jebediah Pavleas and Kelvin Sung, Building a 2D Game Physics Engine, 10.1007/978-1-4842-2583-7_3
3. Incorporating Collision Detection
Michael Tanaya1 , Huaming Chen1, Jebediah Pavleas2 and Kelvin Sung3
(1)Bothell, Washington, USA
(2)Kenmore, Washington, USA
(3)Woodinville, Washington, USA
Get Building a 2D Game Physics Engine: Using HTML5 and JavaScript now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.