In this tutorial, you’ll learn how to use Physi.js to add game physics to a 3D scene created using Three.js. We’ll create a simple game in which we drive a cart around collecting items, using basic physics shapes and physics constraints.
In the first part of the series, we explored the different coordinate systems for hexagonal tile-based games with the help of a hexagonal Tetris game. One thing you may have noticed is that we are still relying on the offset coordinates for drawing the level onto the screen using the
The basic hexagonal tile-based approach explained in the hexagonal minesweeper tutorial gets the work done but is not very efficient. It uses direct conversion from the two-dimensional array-based level data and the screen coordinates, which makes it unnecessarily complicated to determine tapped tiles.
In the third tutorial of the series, you learned about different methods and properties of the Body module in Matter.js. The Body module enables you to manipulate simple bodies like circles, rectangles, and trapeziums. Matter.js also has other modules to help you create and manipulate some complex but common composite bodies like cars, chains, pyramids, stacks, and soft bodies.
In the previous tutorial of the series, you learned about the World and Engine modules in Matter.js. The methods available in these two modules are meant to control the behavior of multiple bodies or the whole world at once. However, at some point it will become necessary to have control over the properties of individual bodies in your world.
In the introductory tutorial of this series, you were briefly introduced to different modules in Matter.js. The library contains a lot of modules, so it was impractical to write in detail about each of them in a single tutorial. After reading the first part of the series, you should now have a general idea of the library and its features.
Have a great idea for an iOS game but are turned off by the hours of tedious work involved in bringing your concept to life? Well, that’s what templates are for. Why waste time reinventing the wheel when СodeHolder is filled with a brilliant range of iOS game templates that will help you cut through the drudgery and focus on the best parts of creating your own game?
Last time, we looked at countdowns in games, how they are set up, and what elements you can use to make them more engaging. There are much more than will fit in a single article, though!
Countdowns are simple elements that appear in a lot of games, yet their design can be easily overlooked.