Inverse Kinematics in 2D – Part 1

If you have been following this blog for a while, you might have noticed some recurring themes. Inverse Kinematics is definitely one them, and I have dedicated an entire series on how to apply it to robotic arms and tentacles. If you have not read them, do not fear: this new series will be self-contained, as it reviews the problem of Inverse Kinematics from a new perspective.

You can read the rest of this online course here:

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The Transformation Matrix for 2D Games

This tutorial will introduce the Transformation Matrix, one of the standard technique to translate, rotate and scale 2D graphics. The first part of this series, A Gentle Primer on 2D Rotations, explaines some of the Maths that is be used here.

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