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Tom Rijnbeek
Programmer, game developer, coffee drinker
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Errors in your game physics math

Posted 5 February 2020 by Tom Rijnbeek in game physics

The fact that we use fixed time steps in most game programming can lead to our actual solution deviating from our desired solution over time. This post explores how we can fix that problem.

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The Fun Factor

Posted 22 January 2020 by Tom Rijnbeek in game design, prototyping, roche fusion

What makes a game fun? If you dig deep into the game mechanics, you will find that if you have a good core game loop, the rest follows.

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