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Jetboard Joust DevLog #111 – Using 'Selective Raycasting' For More Realistic Explosions
Jetboard Joust

Jetboard Joust DevLog #111 – Using 'Selective Raycasting' For More Realistic Explosions

Jetboard Joust Client Side Coding

One of the things I’ve been doing recently is improving the algorithm I use to calculate explosive damage in Jetboard Joust. I’ve mentioned this in...

Separating Axis Theorem Physics Part 1 -  The Beginning
Violent Sol Worlds

Separating Axis Theorem Physics Part 1 - The Beginning

Violent Sol Worlds Client Side Coding

Let me start by saying this, in my trials of coding physics for Violent Sol Worlds I have had troubles finding a great example of how to pull off even...