I updated my tutorial on dynamic circle collision detection in Flash to demonstrate a more physically realistic reaction. Reaction is given only to illustrate how to implement the results of the detection scheme, but is physically viable.
drew ActionScript 3.0, Mathematics, Physics, Uncategorized
I started work on a 2D rigid body physics engine that I’ll be releasing as open-source. There are a few AS3 physics engines out there- Fisix, APE, the unreleased Motor… and while I’m sure this will fill a few holes, I’m most interested in it being a resource for developers wanting to simulate physics, as I’ve had trouble finding a comprehensive source of the hows and whys.
Here’s a demo. Use left and right arrow keys to spin the wheel. You can grab the movable objects and toss them, too.

As it gets further into development I’ll write some tutorials to explain some of the engine’s inner-workings etc.
Current Features:
- Rigid body simulation
- Arbitrary convex polygons
- Circles
- Cubic Bezier curves
- Lines
- Constraints
- Easily swappable numerical integrators
- Separation Axis Theorem based collision detection
- Modular force generation
Next up is splitting collision detection into coarse and fine phases via spatial partitioning.
Oh- and I’m calling it FOAM.
drew ActionScript 3.0, FOAM, Mathematics, Physics, Uncategorized