Series
A 2D rigid-body engine, written rather than imported, for Veta, the kart racer I am building: one shape system that art and collision share, GJK and the separating-axis theorem, a sequential-impulse solver, terrain as a signed distance field an explosion can bite, and a character that slides instead of being solved. Eight articles, each built around something that looked wrong on screen first — a box rocking, a ghost floor, a race that ran differently the second time. The last two are about the karts, which turn out to use almost none of it, and why that is the right answer.