Categories
General

Predicting circle line collisions

In my previous collision detection post, I talked about predicting whether two objects would collide in between frames. This is to avoid the situation where the objects are moving so fast that they pass through each other before you’ve had a chance to see if they’re overlapping. This is often known as a sweep test […]

Categories
General

Predictive collision detection techniques

In preparation for my upcoming Flash game programming training courses, I’m getting my head back into game physics, and I so I thought I’d share some useful collision detection methods I’ve discovered over the last few years. Reactive collision detection Collision detection in Flash games often occurs after things have moved. So you have a […]

Categories
General

Super fast triangle/rectangle intersection test

I’m always on the lookout for ways to speed up our project work and also some of the inner workings of Papervision3D, and I must admit, sometimes it reaches fairly obsessive levels, bordering on unhealthy. In fact sometimes the minor optimisations are so insignificant, it can just be an exercise in problem solving. Which let’s […]