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

# Month: December 2012

## 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