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Real-Time Rendering, Third Edition, 3rd Edition
book

Real-Time Rendering, Third Edition, 3rd Edition

by Tomas Akenine-Möller, Eric Haines, Naty Hoffman
July 2008
Intermediate to advanced
1045 pages
34h 40m
English
CRC Press
Content preview from Real-Time Rendering, Third Edition, 3rd Edition
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798 17. Collision Detection
positive half-space of the plane, i.e., where n · x + d 0, we would have
to subtract the radius r from d. Note then that the negative half-space is
considered “solid,” i.e., something that the character cannot step through.
A sphere does not approximate a character in a game very well.
1
The
convex hull of the vertices of a character or a cylinder surrounding the
character does a better job. In order to use these other bounding volumes,
d in the plane equation has to be adjusted differently. To test a moving
convex hull of a set of vertices, S, against a BSP tree, the scalar value in
Equation 17.2 below is added to ...
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Publisher Resources

ISBN: 9781439865293