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#JAVA LWJGL HOW TO ENTITY COLLISION 3D DETECTION UPDATE#
There are two phases when attempting to update a game world: detection of the collision, followed by the response, or the result of that collision (e.g. Collision Detection vs Collision Response Examples of narrow phase techniques are the Hyperplane Separation Theorem (also known as the Separating Axis Theorem) 1, Pixel Perfect Collision Detection 2, and Swept Tests. It is typically computationally intense, and thus cannot be performed on every pair of objects in the time between game updates (e.g. Narrow phase is the fine grained, “What part of object A colided with object B?” step.
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What is Broad-Phase Collision Detection?Ĭollision detection is usually performed in two phases: broad phase and narrrow phase.īroad phase detection is typically a computationally low cost operation that quickly answers the question, “Which objects have a strong possibility of colliding?” Approaches include Sweep and Prune, and Spatial Partitioning.
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It is relatively simple, yet handles large numbers of game entities efficiently. The second is a form of spatial partitioning called a spatial grid. The first is a brute force method that, while simple, quickly becomes wildly inefficient at typical game entity counts. This article focuses on two approaches to broad phase detection of collisions. In addition to increasing your knowledge and understanding, it also helps you appreciate the hard work wrought by the giants whose shoulders you’re standing on. Rolling your own is typically the best way to make sure your game is never finished! However, knowing what an engine does internally to make your life easier is extremely beneficial to you as a developer. It can be a source of exuberance or nearly infinite frustration. Collision detection is an ongoing source of research and constant optimization in game development.