1. Introduction to 2D Game Physics Engine Development.- 2. Implementing the 2D Physics Engine Core.- 3. Incorporating Collision Detection.- 4. Completing the Physics Engine and Rigid Shape Component,- 5. Summarizing the Physics Engine.
Michael Tanaya is an international graduate student from
Indonesia in the Computer Science and Software Engineering program
at the University of Washington Bothell (UWB). He received his
Bachelor of Computer Science in 2014 from the University of
Minnesota at Twin Cities. During his time as an undergraduate he
took interests in computer games and web application development.
In his free time, he enjoys playing competitive video games,
designing and developing video games with Unity™ and Cocos2D™.
Currently Michael is working with Professor Kelvin Sung on
developing a system that integrates virtual and augmented reality
technologies in creating a multimedia environment for active
hands-on learning. He will be graduating in Spring 2017.
Huaming Chen is an international graduate student from China
in the Computer Science and Software Engineering program at the
University of Washington Bothell (UWB). He received dual
undergraduate degrees, in Computer Science and Economics, from
Xiamen University in 2015. During his time as an undergraduate, he
was interested in data mining and video game design. His projects
include a large number of website groups that related to each other
and a software system that recommend useful information based on
those website groups. He also developed a mobile game using Unity.
Currently Hua Ming is working on a project that focuses on
designing video games that simplify vision therapy. He will be
graduating in Spring 2017.
Jebediah Pavleas is a software engineer that received his
Master of Science in Computer Science and Software Engineering from
the University of Washington Bothell (UWB) in 2016 as well as a
Bachelor of Science in 2012 where he was the recipient of the
Chancellor’s Medal for his class. In 2015 he interned at Microsoft
Research where he worked on improving the safety and usability of
an eye gaze wheelchair. During his time as a student he took a
great interest in both computer graphics and games. His projects
included an interactive math application that utilizes Microsoft’s
Kinect sensor to teach algebra, a 2D role-playing game designed to
teach students introductory programming concepts, and a website
where students can compete in various mini-games to control
checkpoints around campus. Relating to these projects, he
co-authored publications in IEEE Computers and The Journal of
Computing Sciences in Colleges. He enjoys designing, building, and
playing games of all kinds as well as adapting technology for
improved accessibility. Jebediah is also the primary author of
Learn 2D Game Development with C#, Apress, December 2013 and
co-author of Build Your Own 2D Game Engine and Create Great Web
Games, Apress, October 2015.
Kelvin Sung is a professor with the Computing and Software
Systems division at University of Washington Bothell (UWB). He
received his Ph.D. in Computer Science from theUniversity of
Illinois at Urbana-Champaign. Kelvin's background is in computer
graphics, hardware, and machine architecture. He came to UWB from
Alias|Wavefront (now part of Autodesk), where he played a key role
in designing and implementing the Maya Renderer, an Academy
Award-winning image generation system. Funded by Microsoft Research
and the National Science Foundation, Kelvin’s recent work focused
on the intersection of video game mechanics, solutions to
real-world problems, and mobile technologies. Together with his
students, Kelvin has co-authored three recent books: one in
computer graphics (Essentials of Interactive Computer Graphics:
Concepts and Implementations, A.K. Peters, 2008), and the others in
2D game engines (Learn 2D Game Development with C#, Apress,
December 2013; and Build Your Own 2D Game Engine and Create Great
Web Games, Apress, October 2015).
“The heart of the book concerns several aspects of the physics and implementation of collision detection, and not only will this get you to some working code, but should give you enough to take away and try in other languages, without being propped up by libraries. The final demo project, and pointers to further exploration, should see you ready to build your own games.” (The MagPi, Issue 58, June, 2017)
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