Game Development | Code Zealot

Browsing the archives for the Game Development category

Algorithmic and Architectural Gaming Design: Implementation and Development

in Collision Detection, Game Development

Algorithmic and Architectural Gaming Design: Implementation and Development covers a myriad of game development topics. But what sets this book apart, in my opinion, is the focus on actual implementation. Of course I’m a bit biased since I was privileged to write the chapter Collision Detection Using the GJK Algorithm (chapter 11). The chapter is [...]

2 Comments

dyn4j Project Setup Video

in Game Development, General, Java, Physics

I finally got some time to create my first How-To video for the dyn4j project.  The first video describes how to setup a Java project in Eclipse to use dyn4j.  It’s short and hopefully to the point.

1 Comment

Contact Points Using Clipping

in Collision Detection, Game Development, Physics

Many have asked “How do I get the contact points from GJK?” or similar on the SAT, GJK, and EPA posts. I’ve finally got around to creating a post on this topic. Contact point generation is a vital piece of many applications and is usually the next step after collision detection. Generating good contact points [...]

17 Comments

Prismatic Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the prismatic constraint. A prismatic constraint is like the line constraint except it does not allow rotation about the anchor point. A prismatic constraint constraints the linear motion of the bodies along a line. An example of a prismatic joint is the slide of a semi-automatic pistol. [...]

7 Comments

The dyn4j TestBed Now Uses JOGL

in Game Development, Java

I recently released a new version of the TestBed application (which is used to test the dyn4j project. In this new version I decided to move from Java2D to OpenGL. There is a great open source project called JOGL that makes the OpenGL API available to Java. You can test out the new TestBed here. [...]

0 Comments

Line Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the line constraint. A line constraint is like a prismatic constraint (which will most likely be the next post) except allows rotation about the anchor point. A prismatic constraint constraints the linear motion of the bodies along a line. An example of a prismatic joint might be [...]

5 Comments

Weld Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the weld constraint. A weld constraint can be used to join two bodies at an anchor point in which the bodies must move and rotate together (all DOF are constrained). This post will differ slightly from the previous posts. A weld joint is basically a revolute joint [...]

4 Comments

Angle Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the angle constraint. An angle constraint can be used to join two bodies forcing them to have the same rotation. This particular constraint will be added to other constraints (in later posts) to form more complex constraints.

4 Comments

Pulley Constraint

in Constrained Dynamics, Game Development, Physics

The next equality constraint we will derive is the pulley constraint. A pulley constraint can be used to join two bodies at a fixed distance. In addition, the constraint can be used to simulate a block-and-tackle.

0 Comments

Max Distance Constraint

in Constrained Dynamics, Game Development, Physics

As a follow up post to the Distance Constraint post, we can also create a maximum distance constraint using the same solution we found in the Distance Constraint post. The previous solution created a fixed length distance constraint which forced a pair of bodies to be a given length apart. We can simply add an [...]

3 Comments