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 […]
Browsing the archives for the GJK tag
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 […]
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 […]
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.
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 […]