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michaelrush.net

Michael Rush

Skip to primary content. Skip to secondary content. March 13, 2012. I’ve been too busy this last week to make any significant progress, so instead I’ll spend this update sharing a few ideas I’ve picked up throughout the week. There were some infrequent bugs in my collision resolution code that were quickly becoming a pain to test. Originally, I was just setting breakpoints in the problematic … Read more →. Screen Manager and Level Editor. New Project: 2D Puzzle Platformer. Proudly powered by WordPress.

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Michael Rush | michaelrush.net Reviews
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Skip to primary content. Skip to secondary content. March 13, 2012. I’ve been too busy this last week to make any significant progress, so instead I’ll spend this update sharing a few ideas I’ve picked up throughout the week. There were some infrequent bugs in my collision resolution code that were quickly becoming a pain to test. Originally, I was just setting breakpoints in the problematic … Read more →. Screen Manager and Level Editor. New Project: 2D Puzzle Platformer. Proudly powered by WordPress.
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Michael Rush | michaelrush.net Reviews

https://michaelrush.net

Skip to primary content. Skip to secondary content. March 13, 2012. I’ve been too busy this last week to make any significant progress, so instead I’ll spend this update sharing a few ideas I’ve picked up throughout the week. There were some infrequent bugs in my collision resolution code that were quickly becoming a pain to test. Originally, I was just setting breakpoints in the problematic … Read more →. Screen Manager and Level Editor. New Project: 2D Puzzle Platformer. Proudly powered by WordPress.

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michaelrush.net michaelrush.net
1

Collisions: Part 1 | Michael Rush

http://michaelrush.net/collisions-part-1

Skip to primary content. Skip to secondary content. February 28, 2012. Now things start to get tricky. My first goal this week was to devise a plan for collision detection/resolution. Because my game will be axis-aligned, I’m able to stay in the realm of AABB (axis-aligned bounding box) collision detection algorithms. In particular, the one that caught my eye was the AABB Sweep Test. This algorithm uses the Separating Axis Theorem. I’ve began implementation on collision detection and I’m stil...A href= t...

2

Blog | Michael Rush

http://michaelrush.net/blog

Skip to primary content. Skip to secondary content. March 13, 2012. I’ve been too busy this last week to make any significant progress, so instead I’ll spend this update sharing a few ideas I’ve picked up throughout the week. March 6, 2012. With a full weekend of coding, I was finally able to make good progress on my collision detection and resolution. Last week, I began to implement the AABB Sweep Test. This is a continuous collision detection algorithm that solves the ‘bullet through paper’. Adjust ent...

3

Uncategorized | Michael Rush

http://michaelrush.net/category/uncategorized

Skip to primary content. Skip to secondary content. March 13, 2012. I’ve been too busy this last week to make any significant progress, so instead I’ll spend this update sharing a few ideas I’ve picked up throughout the week. Screen Manager and Level Editor. New Project: 2D Puzzle Platformer. Proudly powered by WordPress.

4

Collisions: Part 2 | Michael Rush

http://michaelrush.net/47

Skip to primary content. Skip to secondary content. March 6, 2012. With a full weekend of coding, I was finally able to make good progress on my collision detection and resolution. Last week, I began to implement the AABB Sweep Test. This is a continuous collision detection algorithm that solves the ‘bullet through paper’. Uses the Separating Axis Theorem. There is still some collision work to be done and bugs to be fixed, but with any luck I should be able to add some more realistic physics and controls...

5

Screen Manager and Level Editor | Michael Rush

http://michaelrush.net/tilemaps-and-level-editors

Skip to primary content. Skip to secondary content. Screen Manager and Level Editor. February 21, 2012. The last couple weeks I have completed a lot of the initial footwork to get the game up and running. In the end I was able to complete three major game components: the Screen Manager, Level Editor, and XML serialization/deserialization. The first component that I was able to complete was the Screen Manager. This component controls was modeled after the Game State Manager. Simple level editor creation.

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Skip to primary content. Skip to secondary content. March 13, 2012. I’ve been too busy this last week to make any significant progress, so instead I’ll spend this update sharing a few ideas I’ve picked up throughout the week. There were some infrequent bugs in my collision resolution code that were quickly becoming a pain to test. Originally, I was just setting breakpoints in the problematic … Read more →. Screen Manager and Level Editor. New Project: 2D Puzzle Platformer. Proudly powered by WordPress.

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