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Core Techniques and Algorithms in Game Programming
book

Core Techniques and Algorithms in Game Programming

by Daniel Sánchez-Crespo Dalmau
September 2003
Intermediate to advanced
888 pages
19h 38m
English
New Riders
Content preview from Core Techniques and Algorithms in Game Programming

Chapter 22. Geometrical Algorithms

 

“Don't try to be like Jackie. There is only one Jackie.… Study computers instead.”

 
 --Jackie Chan

KEY TOPICS

  • Point Inclusion Tests

  • Ray Intersection Tests

  • Moving Tests

  • Point Versus Triangle Set Collision (BSP-Based)

  • Mesh Versus Mesh (Sweep and Prune Approach)

  • Computing a Convex Hull

  • Triangle Reduction

  • In Closing

This chapter is devoted to providing you with a collection of useful geometrical tests for computer games. Most of it deals with the subject of collision detection and response, which is of extreme importance for almost any game. However, there are many more techniques to explore. We need to detect the room the player is standing in, compute the sound propagation, and explore a myriad of other tests we will end ...

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Publisher Resources

ISBN: 0131020099Purchase book