Programming


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(Originally appeared in Dev.Mag Issue 20, released in February 2008.) Perlin noise is the foundation of many procedural texture and modelling algorithms. It can be used to create marble, wood, clouds, fire, and height maps for terrain. It is also very useful for tiling grids to simulate organic regions, and […]

How to Use Perlin Noise in Your Games


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This article originally appeared in Dev.Mag Issue 29, released in February 2009. Last month we covered some of the very basic ways of testing whether object A hits object B. But, while the techniques we covered could quite likely take you very far, you’ll inevitably encounter a time when they […]

Basic Collision Detection in 2D – Part 2


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This article originally appeared in Dev.Mag Issue 28, released in January 2009. Almost every video game needs to respond to objects touching each other in some sense, a practice commonly known as collision detection. Whether it’s simply to prevent the player character from walking through the walls of your maze […]

Basic Collision Detection in 2D – Part 1



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This article originally appeared in Dev.Mag Issue 28, released in January 2009. Many of you have experienced it. You go online, log into your instant messenger or e-mail account and receive a link from some excited friend saying, “ARARRRAARARR PLAY THIS GAME ASBFLARGAFAG www.insertrandomlinkhere.com!!!!!” Chances are it’s either an Internet […]

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