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Dejeweled Development Blog

This is my fifth prototype of the Dejeweled physics engine. The engine now supports collisions between circles and capsules. This version is simple, with an inefficient method of finding colliding pairs. And objects can pass through each other if they are traveling too fast. But that will all change soon. This ragdoll is just like the one from Engine Prototype 01. But with a ball to play with. Objects can actually collide now! D Nifty, eh? Let me know if you find anything interesting. ;). And then of cou...

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Dejeweled Development Blog | dejeweled.blogspot.com Reviews
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This is my fifth prototype of the Dejeweled physics engine. The engine now supports collisions between circles and capsules. This version is simple, with an inefficient method of finding colliding pairs. And objects can pass through each other if they are traveling too fast. But that will all change soon. This ragdoll is just like the one from Engine Prototype 01. But with a ball to play with. Objects can actually collide now! D Nifty, eh? Let me know if you find anything interesting. ;). And then of cou...
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4 rotate left
5 right
6 rotate right
7 raise arms
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Dejeweled Development Blog | dejeweled.blogspot.com Reviews

https://dejeweled.blogspot.com

This is my fifth prototype of the Dejeweled physics engine. The engine now supports collisions between circles and capsules. This version is simple, with an inefficient method of finding colliding pairs. And objects can pass through each other if they are traveling too fast. But that will all change soon. This ragdoll is just like the one from Engine Prototype 01. But with a ball to play with. Objects can actually collide now! D Nifty, eh? Let me know if you find anything interesting. ;). And then of cou...

INTERNAL PAGES

dejeweled.blogspot.com dejeweled.blogspot.com
1

Dejeweled Development Blog - Frequently Asked Questions

http://dejeweled.blogspot.com/2009/01/frequently-asked-questions.html

Is the game done yet? No When it's done, we'll tell you. When will the game be released? We don't know yet. We're developing Dejeweled in our meager free time alongside work and school, so it's hard to come up with a definite development schedule. Until we get further along, the best we can say at this point is that it's probably going to take a while. In the meantime, you can subscribe to our blog feed. For the latest updates on our progress. Will the game be free to play? New to the project?

2

Dejeweled Development Blog - Engine Prototype 04

http://dejeweled.blogspot.com/2009/09/engine-prototype-04.html

This is my fourth prototype of the Dejeweled physics engine. The engine still supports rod, pin, and door constraints, both rigid and springy, but this prototype only makes use of rods and pins. But there's a lot that you can do with rods and pins. This is an experiment for an interface, to create interesting structures with the mouse. The final game might not use the same interface, but it will probably be similar. Click on a rod. Drag rod or pin. Move rod or pin. Delete rod or pin. Drag rod onto rod.

3

Dejeweled Development Blog: December 2007

http://dejeweled.blogspot.com/2007_12_01_archive.html

In this picture you can see experiments with color schemes for structures, blood, and jewels. The black is for the foreground structure and ragdoll, while the gray is for the background structure not involved in collision. There are also two shades of red for the blood sprays, where the bright red might be used for a temporary particle spray and the darker red could be used for persistent stains. Subscribe to: Posts (Atom). New to the project?

4

Dejeweled Development Blog: November 2009

http://dejeweled.blogspot.com/2009_11_01_archive.html

This is my fifth prototype of the Dejeweled physics engine. The engine now supports collisions between circles and capsules. This version is simple, with an inefficient method of finding colliding pairs. And objects can pass through each other if they are traveling too fast. But that will all change soon. This ragdoll is just like the one from Engine Prototype 01. But with a ball to play with. Objects can actually collide now! D Nifty, eh? Let me know if you find anything interesting. ;). And then of cou...

5

Dejeweled Development Blog: September 2009

http://dejeweled.blogspot.com/2009_09_01_archive.html

This is my fourth prototype of the Dejeweled physics engine. The engine still supports rod, pin, and door constraints, both rigid and springy, but this prototype only makes use of rods and pins. But there's a lot that you can do with rods and pins. This is an experiment for an interface, to create interesting structures with the mouse. The final game might not use the same interface, but it will probably be similar. Click on a rod. Drag rod or pin. Move rod or pin. Delete rod or pin. Drag rod onto rod.

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Dejeweled Development Blog

This is my fifth prototype of the Dejeweled physics engine. The engine now supports collisions between circles and capsules. This version is simple, with an inefficient method of finding colliding pairs. And objects can pass through each other if they are traveling too fast. But that will all change soon. This ragdoll is just like the one from Engine Prototype 01. But with a ball to play with. Objects can actually collide now! D Nifty, eh? Let me know if you find anything interesting. ;). And then of cou...

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