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Incorporating Collision Detection

  • Michael Tanaya
  • Huaming Chen
  • Jebediah Pavleas
  • Kelvin Sung
Chapter

Abstract

In the context of 2D video games, the fundamentals of a physical simulation involves movements of rigid shapes, collisions of the moving shapes, and responses after the collisions. In the previous chapter, you defined the rigid shape classes and a core engine loop to support basic drawing, update operations, and simple movements of rigid shapes. In this chapter, you will learn about and implement the detection of rigid shape collisions and compute the necessary information, such that in the next chapter you can begin resolving and implementing implement the responses to the collisions. The proper implementation based on these concepts enables believable scenarios when objects physically interact with each other in the simulated world.

Keywords

Collision Detection Support Point Circle Center Convex Shape Previous Project 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Copyright information

© Michael Tanaya, HuaMing Chen, Jebediah Pavleas and Kelvin Sung 2017

Authors and Affiliations

  • Michael Tanaya
    • 1
  • Huaming Chen
    • 1
  • Jebediah Pavleas
    • 2
  • Kelvin Sung
    • 3
  1. 1.BothellUSA
  2. 2.KenmoreUSA
  3. 3.WoodinvilleUSA

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