ksassnowski | 1 year ago | on: Ask HN: What are you working on? (March 2025)
ksassnowski's comments
ksassnowski | 1 year ago | on: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback
The sprites being animated was definitely not something I expected. Makes the whole thing feel a lot more alive all of a sudden.
I encourage everyone to also read the accompanying blog post linked in the OP. The paragraph about how I'm probably thinking that AI wrote the game for him really made me chuckle. That's exactly what I was thinking when I first read the blog title! Granted, it still would have been cool for a 9-year old, just not as cool as the alternative. So great job in immediately addressing this in the introduction. That seems like a really good use-case for AI (and I'm generally not the biggest fan of AI).
The "Dad's comments" throughout the post are also a great way of providing some additional context without editorializing the kid's own writing.
ksassnowski | 1 year ago | on: Procrastination and the fear of not being good enough
It hasn’t really gotten better since then even though I’ve built even more cool stuff since then (hell, I even was #1 on HN for a whole day earlier this year).
ksassnowski | 1 year ago | on: 2D Rigid Body Collision Resolution
ksassnowski | 1 year ago | on: 2D Rigid Body Collision Resolution
ksassnowski | 1 year ago | on: 2D Rigid Body Collision Resolution
Most of the physics-based example are written in WebGL using three.js. Using three.js is a little bit overkill for this because all the examples are in 2D but it's what I was familiar with. For the actual physics simulations, I'm using matter.js.
The diagrams use a library I wrote while working on the post [1].
Everything runs inside a Vue app which serves as the glue between things like the sliders and the three.js scenes and diagrams.
ksassnowski | 1 year ago | on: 2D Rigid Body Collision Resolution
To give some context, this is only part one in a series of blog posts I plan on writing about rigid body physics.
The post is aimed at people like myself, who aren't game devs and don't necessarily have a strong math background. Which is why I spend so much time explaining concepts that would appear almost trivial to someone who has experience in this area.
Happy to answer any questions you might have.
[0]: https://www.sassnow.ski/rigid-body-collisions/1