Tagged physics

Developer’s Notes 0001 – Revisiting Box2D (Start)

This is an excerpt taken from my OneNote page regarding Box2D. If anything, it shows that I took a lengthy hiatus from this library and I wanted to get back into using it. However I hit the same wall I hit before which was determining a sane pixel-to-meter scalar which is required for a proper implementation. Also, it clearly outlines that I’m not a physicist in any way and that I write in a very wordy manner.   Something that I’ve always had trouble with regarding the usage of this library is the scalar for pixels-to-meters. The official notes from…

Game Development – Migrating to Classical Mechanics

Let’s clear up some possible confusion regarding the title of this post. I’m not necessarily directly talking about game play mechanics as I am talking about the branch of physics called Classical Mechanics. You know, the fun stuff that helps us describe motion of mass under certain types of forces and the effects, both direct and indirect, resulting. Well it’s fun for me anyway. Even though I hadn’t necessarily realized how much I’d forgotten about really simple stuff. And let’s clear one more thing up here. I’m not a professional mathematician or physicist. I’m a software engineer. So if you’re…