Physics Examples Tag

On today's Corona Geek, Ed Maurina answered a recent forum question on how to create destroyable game environments. Ed demonstrated three possible solutions with varying degrees of sophistication. The panelist also had some great ideas to share around using shaders, and even excluding use of  the physics engine all together. Download the source code for today's demo. Ed Maurina is getting ready to close the door on beta testers for his new tool to automatically generate common types of starter game templates. Don't get left out, sign up now to be a beta tester and help shape a development tool that will benefit the whole community. Show Notes: Learn Corona SDK from...

Last week we continued development on our "Monsters Need Coins" game. Ed Maurina walked us through adding static missile shooting turrets to the game, along with adding homing missiles that follow the player around the platforms. We discussed the vector math involved to accomplish this and looked at the code for adding the turrets. Here are clips from the Hangout....

Last week on Corona Geek Hangout 155, we talked with BoardCraft CEO, Todd Porter about printing 3D game pieces to add dimension to games. We discussed the 3D printing game market and how game developers can use physical assets to add value to their digital properties. We also continued our "Using Gravity In Games Series". Ed Maurina showed us how to add air control to our game character to keep them from jumping outside the playable area of our game. Ed also showed us how to add key inputs to our game to make play testing easier in Corona Simulator....

Today we covered part three of our "Using Gravity In Games" game development series with a look at level building. We looked at code for positioning platforms, spikes, coins, and monsters. We looked at how to dynamically center the camera on the player's starting position. Finally, we discussed the benefits of making code reusable and adding the ability to turn features on and off during play testing. Download the updated source code for a full look at how the game works....

Last week on Corona Geek Hangout 154, Steven Johnson from Xibalba Studios shared his code for creating a custom 2D shadows shader example and Roaming Gamer’s, Ed Maurina showed us how to simulate and use gravity in a game similar to They Need To Be Fed 3. Download the project source code to follow along with the conversation. If you missed the Hangout, here are clips to help you catch up. Watch the entire conversation, or just the parts that interest you most. Part 1 - 2D Shadows Example Overview https://www.youtube.com/watch?v=qg1KW2MaIcg Part 2 - 2D Shadows Example Code https://www.youtube.com/watch?v=fHp8XMLeoWw Part 3 - They Need To Be...

Last week on Corona Geek Hangout 148, we stepped through the concepts and source code to create a motorized wheeled cart using pivot joints and Corona's built in physics engine. We also explored applying torque and gravity to the cart to get some interesting effects. Here are clips to help you catch up. Download the examples from the Hangout to see how everything works. ...

On today's Corona Geek Hangout we learned how to build a motorized wheeled cart using Corona’s built-in physics engine and pivot joints. We explored why you should consider adding display objects to a group and how torque affects different parts of a wheeled physics simulation. We also explored ideas for using a wheeled cart in a game. Download the source code from today's discussion....

Last Monday we started a series on working with Corona's built-in physics engine. We took a look at the Physics API documentation and we discussed the concepts behind constructing a rag doll from primitive shapes. This week we continued the physics conversation with a look at the code used to create the rag doll example and tips on how to organize project code. We even discussed how a simple dress up, or object placement game could be constructed, using the sampler code as a reference....