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In physical simulations, video games and computational geometry, collision detection includes algorithms from checking for collision, i.e. intersection, of two given solids, to calculating trajectories, impact times and impact points in a physical simulation.

Overview


In physical simulation, we wish to conduct experiments, such as playing billiards. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a certain impulsion on the cue ball (probably resulting from a player hitting the ball with his cue stick), we want to calculate the trajectories, precise motion, and eventual resting places of all the balls with a computer program. A program to simulate this game would consist of several portions, one of which would be responsible for calculating the precise impacts between the billiard balls. This particular example also turns out to be numerically unstable: a small error in any calculation will cause catastrophic changes in the final position of the billiard balls.

Video games have similar requirements, with some crucial differences. While physical simulation needs to simulate real-world physics as precisely as possible, video games need to simulate real-world physics in a believable way, in real time and robustly. Compromises are allowed, so long as the resulting simulation is satisfying to the game player.

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For those interested, here I share some basic tips on how to optimize collision detection in games: http://digs.by/14lY
jsepia (Julio Sepia) Sun, 27 Dec 2009 20:01:38 -0000
For those interested, here I share some basic tips on how to optimize collision detection in games: http://digs.by/14lY
ok, lets go Collision Detection! Lets see what you got for me
mimminito (mimminito) Sun, 27 Dec 2009 15:10:23 -0000
ok, lets go Collision Detection! Lets see what you got for me
Note to self: CSMA/CD = carrier sense multiple access collision detection
JayPhill89 (Jordan Phillips) Sun, 27 Dec 2009 09:25:54 -0000
Note to self: CSMA/CD = carrier sense multiple access collision detection
#gamma4 After several false starts, my game engine is starting to come together. Now to make some levels, AI, ninja, collision detection...
JamesGecko (James) Sun, 27 Dec 2009 05:48:13 -0000
#gamma4 After several false starts, my game engine is starting to come together. Now to make some levels, AI, ninja, collision detection...
I have come to understand kids have bad collision detection. At what point is life the perfect game of understanding/graphics/coll. Det. ?
zacheryph (Zachery Hostens) Fri, 25 Dec 2009 02:30:22 -0000
I have come to understand kids have bad collision detection. At what point is life the perfect game of understanding/graphics/coll. Det. ?
Ik ben bezig geweest een fixedpoint afrondingsfout en een nieuwe bug op te lossen in mijn collision detection algoritme. Het zit niet mee.
pascalmuller (Pascal Muller) Thu, 24 Dec 2009 19:52:56 -0000
Ik ben bezig geweest een fixedpoint afrondingsfout en een nieuwe bug op te lossen in mijn collision detection algoritme. Het zit niet mee.

 
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Collision Detection and Contact Determination Papers - An assortment of papers on collision detection and contact determination papers.

Collision Detection for Virtual Reality - Overview of research by Martin Held in interactive collision detection, including relevant papers and sample pictures.

Stephane Redon - Research on physically-based modeling. Continuous collision detection, dynamics simulation articles.

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