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Design and build a modular system for collision detection that is flexible enough to reproduce the collision handling of everyone's favorite games.
A game object's collision detection is often split into a broad and a narrow phase - one to find potentially colliding game objects, the other to get the state of collision with a specific game object.
A broad phase is optional and can involve a quadtree, a tilemap, AABB testing....
There are various narrow phase types and range roughly from adjacent square tile checking to testing moving bodies with arbitrary shape and mass.
Collision detection & handling for a game object can happen before or after its position is updated in a frame.
The text was updated successfully, but these errors were encountered:
This is related to standard gameplay types (#40).
Design and build a modular system for collision detection that is flexible enough to reproduce the collision handling of everyone's favorite games.
A game object's collision detection is often split into a broad and a narrow phase - one to find potentially colliding game objects, the other to get the state of collision with a specific game object.
A broad phase is optional and can involve a quadtree, a tilemap, AABB testing....
There are various narrow phase types and range roughly from adjacent square tile checking to testing moving bodies with arbitrary shape and mass.
Collision detection & handling for a game object can happen before or after its position is updated in a frame.
The text was updated successfully, but these errors were encountered: