How's it going? I'm Hunter Loftis, a full-stack JavaScript junkie and author of the Newton physics library. I've worked for a decade as an illustrator, web designer, Flash animator, and now app developer. On PlayfulJS I share fun programming techniques in the world's most popular language.

You can reach me at GitHub, StackOverflow, Twitter, or LinkedIn.

Want a playful session at your conference? Like to geek out about node.js or HTML5? Email me!

A first-person engine in 265 lines

Today, let's drop into a world you can reach out and touch. In this article, we'll compose a first-person exploration from scratch, quickly and without difficult math, using a technique called raycasting. You may have seen it before in games like Daggerfall and Duke Nukem 3D, or more recently in Notch Persson's ludum dare entries. If it's good enough for Notch, it's good enough for me! [Demo (arrow keys / touch)] [Source]

Realistic terrain in 130 lines

As programmers, we love to build things, and what could be more exciting than building a world? Minecraft, Terragen, Skyrim, and every flight simulator ever all use some sort of fractal terrain generation. Today we'll explore the beautifully simple diamond-square algorithm so you, too can play God. [Demo] [Source]

Physics for the lazy

As you saw in 'Particle effects are easy', particles provide a simple but powerful tool for animation. In this article, we'll add some basic physics to create a particle-based water fountain. [Demo] [Source]

Particle effects are easy

Almost every game uses particles to create engaging effects for fire, smoke, explosions, fabric, water, gunfire, and more. Learn how to use this simple yet powerful technique to build your own stunning visuals. [Demo] [Source]

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A first-person engine in 265 linesRealistic terrain in 130 linesPhysics for the lazy