# Mass, Friction and Fluid Resistance

To continue on from Processing: Vectors and Forces Part 2 I decided to look into how to make forces more realistic, which as discussed by Palmer (2005) in Physics for Game Programmers would help make my final project become more immersive for the audience and result in higher engagement as objects behave according to the […]

# Vectors and Forces: Part 2

To continue on from my posts Vectors and Forces and Processing:Object Orientated Programming and understand the methods behind what we were doing better I decided to create objects with vector forces and create arrays of these objects. In the example below the objects are attracted to the position of the mouse. Using methods outlined in […]

# Vectors and Forces: Part 1

In programming, vectors are integral to any code that is simulating real world forces. They allow us to easily simulate complicated ranges of motion as we can easily create new vectors for different forces. Image by the Daniel Shiffman: The Nature of Code The above diagram is an example of 2D vectors. A simple way […]

# Perlin Noise

Another important way to simulate randomness is using Perlin noise generation. Perlin noise generation differs from random generation as it uses a “smooth” sequence of psuedo random numbers, where a singular value in a sequence depends on its predecessors. This is especially useful in creating natural phenomena such as clouds and the textures of materials […]