Category Archives: Experiments

Closest Points Between Polygons

Here we examine an algorithm that computes the pair of points that are closest to each other while still being inside each of a pair of polygons. The name of the algorithm that solves this problem is called the Lemke Algorithm. The Lemke Algorithm is able to solve a set of simultaneous equations that define mathematically the set of constraints described above. … Continue reading …

Separating Axes

Here we continue our exploration of polygons and collision detection. This sketch detects the intersection of two convex polygons using the method of separating axes. The method of separating axes considers each edge of a given polygon, and determines the projection of the extreme vertices of another polygon onto the line defined by the endpoints of the edge. … Continue reading …

Axis Projection

Here we continue our exploration of polygons, and specifically the projection of their extreme vertices on an arbitrary line or axis. What do I mean by extreme vertices? I mean the pair of vertices that are the most nearly aligned with a given line or axis. How do we determine that pair of vertices? … Continue reading …

Convex Hull

Convex Hull. This week I’ve decided to explore polygons. It’s essential to understand how to represent polygons for two-dimensional physical simulations. As its name implies, this sketch is a visualization of a Graham Scan: an algorithm for computing the convex hull of a finite set of points. … Continue reading …

Excuse me, pardon me.
Pardon me, excuse me.

Excuse me, pardon me. Pardon me, excuse me. is an adaptation of my recent experiments with sweep line collision detection to an isometric grid. Since I’m now developing isometric games, I thought it’d be useful to do some explorations with isometric projection as well as collision detection. … Continue reading …

Collision Detection

Collision Detection is a test of my recent port of David Eberly’s sweep-line collision detection algorithm. The algorithm and it’s explantation can be found in David Eberly’s Game Physics, 1st Edition published by Morgan Kaufmann Publishers. … Continue reading …

Box

BoxBox is a test of my recent port of the Traer Physics Engine to ActionScript. The sketch itself is a variation of one of the featured example sketches of the same name. The 3D viewing pipeline is my own ActionScript implementation derived from the book … Continue reading …

Meshy

MeshyMeshy was originally written by Golan Levin. I’ve always loved this sketch, and I finally found the time to port it to ActionScript. If you’re interested in understanding Bezier math, there are a lot of useful tricks in the code, including a routine that re-parametrizes curves by arc length. … Continue reading …

Particles

ParticlesHere’s the first of what I’m hoping will be some fruitful experiments with particle systems. This sketch is very simple. There are four attractors and the force of each attractor is used to compute the position of each particle at every step of the simulation. … Continue reading …

Sketch

SketchLast week, I was asked to display CAD drawings produced by the engineers I work with.  I knew I wasn’t going to be satisfied with merely displaying the drawings, so I asked myself how I could enliven the experience of viewing them.  This sketch, entitled Sketch, is the result. … Continue reading …