Nếu bạn muốn ngó lại bài trước, xin vào đây. SOLID là viết tắt của 5 chữ cái đầu trong 5 nguyên tắc(principle) cơ bản về thiết kế OOP được giới thiệu bởi Robert C. Martin: - S: Single Responsibility Principle - O: Open/Close Principle - L: Liskov Substitution Principle - I: Interface Segregation Principle… Continue reading SOLID – Bài 1: Single Responsibility Principle

## Nguyên tắc cơ bản trong thiết kế OOP: Bài mở đầu

Có 2 tư tưởng chủ đạo trong thiết kế bao trùm tất cả mọi thứ ý tưởng khác. Đó là: Sự khái quát hóa (Generalization) và sự chuyên biệt hóa (Specification). Hai tư tưởng này đối lập nhau nhưng lại hỗ trợ cho nhau ...

## Finding intersection of 2 lines

I'd not have to explain how common this problem is. You would have to solve it at any time when doing collision checking. So, I just want to explain a few lines on solving it in this short article. 1> Finding intersection of 2 lines that already have their formulas: Assume you have to check… Continue reading Finding intersection of 2 lines

## Corona SDK – Curve fitting 2 – Implementation of P.J. Schneider using cubic Beizer curves

Here's the original algorithm of the curve fitting: Sorry that I don't have time to explain about this algorithm at the moment but I WILL in the near future 🙂 so please just enjoy the sample I made below: Source code here in LUA for Corona SDK References: P.J. Schneider, "An algorithm for automatically fitting… Continue reading Corona SDK – Curve fitting 2 – Implementation of P.J. Schneider using cubic Beizer curves

## Corona SDK – Curve fitting 1 – Implementation of Ramer-Douglas-Peucker algorithm to reduce points of a curve

This article is the first part of a two part tutorial to do curve fitting. The motivation to do this came when I was playing the Flight Control Center game on my IPhone. I was very interested in this kind of game and wanted to know how to build a game like that. I wrote… Continue reading Corona SDK – Curve fitting 1 – Implementation of Ramer-Douglas-Peucker algorithm to reduce points of a curve

## Corona SDK – An implementation of bow shooting without physic engine 2 – Collision check

Let’s move to collision checking part. I did not use the built-in physic engine so I had to do it in my own way: - Register a list of targets by using an array to store targets. There are two types of targets One already has its implementation of collision checking itself One does not… Continue reading Corona SDK – An implementation of bow shooting without physic engine 2 – Collision check

## Corona SDK – An implementation of bow shooting without physic engine 1

Why “without physic engine”? Firstly, I have to say that physic engine is an excellent tool for simulating physical interactions, a great framework for making physic based games. Thousands (or hundreds of thousands maybe) of physic based were made by this awesome engine. People are satisfied with it. Me too, until I tried to make… Continue reading Corona SDK – An implementation of bow shooting without physic engine 1