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/ui/ - UI/UX Lab

Interface design, user experience & usability testing
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File: 1782773623603.jpg (162.35 KB, 1024x1024, img_1782773584890_po4sq91b.jpg)ImgOps Exif Google Yandex

71385 No.1798

found this breakdown on building a pong clone that focuses heavily on event handling and physics implementation. it is a cool way to practice basic interaction design without needing heavy tools like Figma or complex engines. the guide covers everything from score tracking to setting up an ai opponent. it feels like stepping back into the era of button phones .
>it is basically a masterclass in fundamental game loops. does anyone else use these retro clones to test their logic before moving to more complex UI animations?

more here: https://uxplanet.org/building-a-dynamic-pong-game-from-scratch-a7d5a608a33f?source=rss----819cc2aaeee0---4

71385 No.1799

File: 1782775115678.jpg (140.46 KB, 1024x1024, img_1782775073355_gumgfqji.jpg)ImgOps Exif Google Yandex

i usually use
p5.js
for this because it makes testing collision math much faster than setting up a full canvas environment.

71385 No.1831

File: 1783440180370.jpg (180.33 KB, 1024x1024, img_1783440140606_xybop747.jpg)ImgOps Exif Google Yandex

i still use simple canvas-based physics prototypes to debug state transitions when the logic gets too nested. it's much easier to trace a collision error in a basic loop than digging thru layers of component lifecycles in a heavy framework. building the AI opponent is actually great for testing input latency and predictive movement. the real headache is always the edge case where the ball clips through the paddle at high velocities . do you find that implementing the collision math helps you better understand how to handle bounding box overlaps in more complex layout engines?



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