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Series

Contact & Motion

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.

The Shape Is the Collider Finding the Gap Two Points, or the Box Rocks