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Darko Draskovic
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A clear and up to the point collision detection explanation for 2D games.
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I am wondering if there is some general function in Quintus that tests for the simple overlap of objects? If yes, is this function being used as the basis of the collision performed by the stage object?

I know I can add an object with the 2d module that does not collide. But can I make the object with the 2d module that collides but does not bounce? I would like it to continue on its movement path. That said, I would like to have the movement physics enabled , to know when this object collides with some other 2d object, and not apply the collision physics on this object.

Also, does Quintus provides functions for testing the overlapping of objects?

Hello! Any thoughts on implementing FoV (field of vision) and LoS (line of sight) using Quintus?

A practital lesson in a science-moral proximity:

...That while I am waiting for the plants to grow in my garden which I need
for some experiments to continue my physics, I am spending some time also in thinking about particular problems in ethics... (Descartes)
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If even the man with no genius at all could solve the difficult intellectual problems by making the easy to follow simple discrete steps why wouldn't it be possible for the machine also? You just have to construct a machine that can reproduce these Cartesian method-like steps. And that is exactly what Swift's speculative learning machine does.
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Jonathan Swift, author of the novel Gulliver's Travels, stands historically somewhere between the Descartes' mechanization of the world picture and the socially ravaging machines of the industrial revolution. In his novel, he describes a fictional knowledge device, the so called speculative learning machine.
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