Skip to Main Content
3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
8.2 Finding Collisions between Moving O b jects 449
G
t
t
k
t
k + 1
t
first
Figure 8.21 Newton’s method to locate the first root of G(t).
sequence must converge to a limit. In our case, that limit is the root. From a numer ical
perspective, what is important is how many iterations must be computed to obtain
a root estimate t
k
that is acceptable for the application. Collision detection needs to
be fast, so the fewer the iterates the better. Collision detection needs to be accurate,
which might require more iterates. A reasonable system needs to balance speed with
accuracy, so the decision of when to stop iterating is important. Ideally, we would
like |t
k
t
first ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

3D Game Engine Architecture

3D Game Engine Architecture

David Eberly
Blender 3D By Example - Second Edition

Blender 3D By Example - Second Edition

Oscar Baechler, Xury Greer
Computer Graphics

Computer Graphics

Alexey Boreskov, Evgeniy Shikin

Publisher Resources

ISBN: 9781482267303