Monthly Archives: August 2008

Physical Queries for the Math Challenged: Ray Casting

Hopefully, you’ve read my previous article on setting up the basic grid data structure and performing collision detection. If not quickly go read the section on the grid since we’ll be leveraging that data structure to perform ray casting. Ray casting is a powerful and reasonably simple technique which can be used to answer several [...]

Game Artwork: City Tileset

After Forte I dreamt up another game — a RTS based in a city. Anyway, I’m still toying with the idea, but as things start to get busier I worry that I will never end up using the tileset I created for the game. That’s why I thought I’d share the tileset now in case [...]

Finding the Right 2D Game Engine

At the start of the summer I set out to program a few games. I was totally new to game programming so I wanted to find a framework to take care of some of the complicated (to me!) stuff related to timing, input, and drawing to a canvas. My search finally ended when I found [...]

Physical Queries for the Math Challenged: Collision Detection and Response

Following developing Forte I thought I would share some of the challenges I encountered and more importantly how I overcame them. I am what you might call a design nut more than a number wonk, so some aspects of game programming are more challenging for me. Specifically, I ran into trouble when I needed to [...]
  • About Me

    Hello, my name is Alex Schearer. I grew up in New York and currently live in Seattle.

    I am a software engineer who works on Microsoft Exchange by day and indie games at night, and this is my blog about game development.

    More details about me.

  • Pages