Collision Detection |
Topic |
Author |
Description |
|
2D Rotated Rectangle Collision [Added: 2/3/2009]
|
Eric Meythaler
|
An explanation of the Separating Axis Theorem and how it can be used to perform 2D collision detection between rotated rectangles. |
|
Advanced Collision Detection Techniques [Added: 4/11/2000]
|
Nick Bobic
|
Assumes you already know some 3D collision detection basics and gets into advanced topics. |
|
Basic Collision Detection and Response [Added: 9/17/2007]
|
Metanet Software
|
A detailed explanation of the maths and techniques behind collision detection in games |
|
Collision Detection [Added: 9/15/1999]
|
John Amato
|
Covers the bounding rectangles and pixel-perfect approaches to collision detection, including an argument for testing against a single pixel in some cases. |
|
Collision Detection Algorithm [Added: 9/17/1999]
|
TANSTAAFL
|
TANSTAAFL throws his hat into the ring with a straightforward method using bitmasks. |
|
Collision Response: Bouncy, Trouncy, Fun [Added: 7/10/2000]
|
Jeff Lander
|
Investigates how particle dynamics affects collision response. |
|
Continuous Collision Detection for translating Ellipsoid [Added: 10/25/2007]
|
Chandan Pawaskar
|
We know sphere sweep test can provide accurate collision detection for fast moving objects. However a sphere is a loose fit in most practical cases. This article provides information for sweep testing Ellipsoids. |
|
Crashing into the New Year: Collision Detection [Added: 7/10/2000]
|
Jeff Lander
|
Using techniques such as the dot product and cross product, Jeff Lander investigates some common collision detection problems that can be important to a variety of game applications. |
|
General Collision Detection for Games Using Ellipsoids [Added: 5/26/2000]
|
Paul Nettle
|
This document describes a collision technique that allows you to move an ellipsoid (a sphere with three different radii, one for each axis) through a world that not only properly detects collisions, but also reacts in a way that gamers would expect from the common first person shooter.
|
|
Getting the most out of your collision tests [Added: 9/15/1999]
|
Dave Roberts
|
An excellent article from Dr. Dobb's Journal, covering several approaches to collision detection. |
|
Grid-Based Collision Detection and Raycasting [Added: 9/17/2007]
|
Metanet Software
|
Describes "broad-phase" collision detection, using a grid of cells to narrow the area of detection for an object |
|
Opposing Face Geometry [Added: 2/19/2004]
|
Eli Kara
|
OFG presents a new method for collision detection optimizations by performing a simple pre-calculation on both input objects. |
|
Pool Hall Lessons: Fast, Accurate Collision Detection Between Circles or Spheres [Added: 1/28/2002]
|
Miles Jackson and Joe van den Heuvel
|
Explains how to detect collisions between two spheres and determine what they'll do after they collide. |
|
Practical Collision Detection [Added: 9/15/1999]
|
Jonathan Blow
|
Presents a sophisticated 3D collision detection method. |
|
Simple Bounding-Sphere Collision Detection [Added: 11/12/2000]
|
Oleg Dopertchouk
|
This article explains the simple process of using bounding sphere to detect collisions in 3D environments. |
|
Simple Intersection Tests For Games [Added: 6/14/2000]
|
Miguel Gomez
|
A key component to virtually any graphical game, 2D or 3D, is a collision detection system for game objects. This article explains some simple intersection tests for the most useful shapes: spheres and boxes. |
|
When Two Hearts Collide: Axis-Aligned Bounding Boxes [Added: 7/10/2000]
|
Jeff Lander
|
Demonstrates the use of axis-aligned bounding boxes for 3D collision detection. |
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