In my experience, collision detection is the easy piece (partly due to the prevalence of resources like this one); collision resolution is where you start having to make compromises (and there aren’t always clean solutions).
CD is an unsolved problem. CD is actually where you make the bigger compromises. Even we had analytical solutions to every collision scenario (we are nowhere near that) still we have "floating point issue". Everything that touches FP is corrupted and it gets much worse for CD. Issues with the collision response partly the after effects.
Collision Detection (2015)
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Re: Collision Detection (2015)
#32In my experience, collision detection is the easy piece (partly due to the prevalence of resources like this one); collision resolution is where you start having to make compromises (and there aren’t always clean solutions).
CD is an unsolved problem. CD is actually where you make the bigger compromises. Even we had analytical solutions to every collision scenario (we are nowhere near that) still we have "floating point issue". Everything that touches FP is corrupted and it gets much worse for CD. Issues with the collision response partly the after effects.
If you study physics specifically and are plugged into the theory driving iterative solvers, or perhaps you study math and spot the connection between constraint problems generally and the specific case of collision, you can find your way to answers about engineering satisfying non-realistic behaviors, but that's describing a subset of game programmers. Many still stumble through a sea of hacks and reliance on libraries because the conceptual knowledge hasn't been directed at them.
Re: Collision Detection (2015)
#33Very nice! A very good resource on collision detection is the book by Christer Ericson (2005). However it is more geared towards c++ realtime games. https://realtimecollisiondetection.net/ I appreciate this nice site too.
That book is in my top 3 technical books of all time. It's basically data structures for 2D/3D space. It's also the only algorithms book I've found that actually has a whole section on how to write cache aware algorithms, pure gold.
Re: Collision Detection (2015)
#34Re: Collision Detection (2015)
#35It's a very basic intro. Polygon/polygon is brute force, O(N^2). There's no coarse filtering so that only nearby objects are checked. There's nothing that points out that concave objects are much harder to check efficiently than convex ones. Plus it's 2D only. An intro is nice, but this is like writing about sorting and only showing bubble sort.
It looks it intends not to touch broad phase things.