Collision Detection | Code Zealot

Browsing the archives for the Collision Detection category

Algorithmic and Architectural Gaming Design: Implementation and Development

in Collision Detection, Game Development

Algorithmic and Architectural Gaming Design: Implementation and Development covers a myriad of game development topics. But what sets this book apart, in my opinion, is the focus on actual implementation. Of course I’m a bit biased since I was privileged to write the chapter Collision Detection Using the GJK Algorithm (chapter 11). The chapter is […]

5 Comments

Contact Points Using Clipping

in Collision Detection, Game Development, Physics

Many have asked “How do I get the contact points from GJK?” or similar on the SAT, GJK, and EPA posts. I’ve finally got around to creating a post on this topic. Contact point generation is a vital piece of many applications and is usually the next step after collision detection. Generating good contact points […]

35 Comments

EPA (Expanding Polytope Algorithm)

in Collision Detection, Game Development

In the last few posts we learned about using GJK for collision detection, distance between shapes, and finding the closest points. It was stated that GJK must be augmented, to find collision information like the penetration depth and vector, with another algorithm. One such algorithm is EPA. I plan to cover the EPA algorithm and […]

23 Comments

GJK – Distance & Closest Points

in Collision Detection, Game Development

The last installment talked about the GJK algorithm as it pertains to collision detection. The original algorithm actually is used to obtain the distance and closest points between two convex shapes.

27 Comments

GJK (Gilbert–Johnson–Keerthi)

in Collision Detection, Game Development

Today I’m going to talk about the other collision detection algorithm packaged with the dyn4j project. You can find a lot of GJK documentation but much of it is really technical mostly because they are research papers. I strongly recommend this video tutorial and to be honest you may not even need to read any […]

106 Comments

SAT (Separating Axis Theorem)

in Collision Detection, Game Development

This is a post I have been meaning to do for some time now but just never got around to it. Let me first start off by saying that there are a ton of resources on the web about this particular collision detection algorithm. The problem I had with the available resources is that they […]

125 Comments