Adventures in Phaser with TypeScript– Physics using Arcade Physics

  Previous Part Table Of ContentsNext Part   I’ve already cheated a few times using physics with the caveat that “I will cover this later”.  Well, welcome to later!  One thing you should be aware of right away is that there are a number of different physics engines available in Phaser.  In this particular tutorial […]

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Urho3D game engine version 1.32 release

  The Urho3D C++ cross platform game engine just released version 1.32.  The following is the change log from this release:     Finalized Urho2D functionality, including 2D physics using Box2D, sprite animation and tile maps Threaded background resource loading. Must be manually triggered via ResourceCache or by loading a scene asynchronously Attribute and material […]

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MelonJS 2.0.0 released

  The JavaScript game library MelonJS reached the milestone 2.0.0 release yesterday.   The key features of this release are:   Shape-based collision layer has replaced the tile-based collision layer. WebGL support has landed! (Currently alpha-quality) Many fixes and improvements with collision detection in isometric maps. Physics bodies now support multiple shapes. Automatic collision response handling is enabled by […]

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Adventures in Phaser with TypeScript — Mixing 2D and 3D Graphics using Phaser and Three.js

  Previous Part Table Of Contents   First off, let’s start of with a big disclaimer!  This is more of an experiment that worked than a tutorial, as I can’t actually recommend you do anything I just did!  Let’s just say, I did a few really hack worthy things to get this particular example to […]

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