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Topic: Collision detection


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  Gamasutra - Features - "Advanced Collision Detection Techniques" [03.30.00]
Collision detection in 3D is many magnitudes more difficult to implement than a simple 2D Pong game.
The object-object collision detection, for the most part, will be the same for both types of engines, depending upon your current implementation.
Adding collision detection near the end of a project is very difficult.
www.gamasutra.com /features/20000330/bobic_01.htm   (1172 words)

  
 Collision Detection
The two main parts in collision detection are detecting whether or not a collision has happened, and if so, responding to the collision.
Detecting collisions with a sphere tends to be easier to calculate because of the symmetry of the object.
When checking for a collision, two points are important: the distance between the sphere and a plane should not become zero, and the numeric sign of the distance also should not change.
www.edenwaith.com /products/pige/tutorials/collision.php   (1547 words)

  
 moock>> web>> flash>> actionscript>> collision detection
we create a subroutine that evaluates whether or not the two objects are in contact (for normal collision this means the objects are simply overlapping; for containment, one object must be entirely encompassed by the other).
there are lots of kinds of collision, all of which provide varying levels of accuracy and realism depending on the physics they use to calculate the overlap.
since collision detection is a common programming issue, i won't go into great detail about the actual calculations, i'll just describe the general approach.
www.moock.org /webdesign/flash/actionscript/collision   (848 words)

  
 Gamasutra - Features - "BSP Collision Detection As Used In MDK2 and NeverWinter Nights" [03.22.01]
Fast collision detection is important for interactive 3D applications that wish to maintain a high frame rate.
The reason the object does not intersect the environment's geometry is because the object does its collision detection with an approximate offset surface - an "expanded" or "scaled" copy of the geometry where the interior walls have been moved inward, exterior walls shifted outward, the floors raised, and the ceiling lowered.
Collision detection for a non-zero volume object is still done using a fast line segment check.
www.gamasutra.com /features/20010324/melax_02.htm   (758 words)

  
  Collision Detection - Permutation City
Collision detection is a common problem both for computer games and my particular field of interest, artificial life.
During each collision detection cycle a bot is first checked against its companions in the bucket.
The collision detection cycle is identical to that of static buckets.
www.permutationcity.co.uk /programming/collision.html   (2037 words)

  
  Practical Collision Detection by Jonathan Blow
To detect a collision between two objects, we want them to be in the same coordinate system, which means we have to push at least one of them through a transformation matrix.
Collision detectors that are supposed to work together but end up contradicting each other are very bad, especially if you're trying to maintain any kind of system invariants.
All along while writing our collision detection routines we assumed that we would be able to just plug in some equation-solvers and have some really neat looking physics, rather than the "reverse the object's velocity" kind of bouncing we had started with.
www.whisqu.se /per/docs/general30.htm   (3564 words)

  
 GameDev.net - Collision Detection
Collision detection in 2D graphics is fairly straight-forward.
One thing to consider is that often, collision detection is really only needed for a rather small object hitting a rather larger object.
This means that this collision detection routine can be run safely (and with meaningful results) on objects that are not necessarily within the screen boundaries.
www.gamedev.net /reference/articles/article735.asp   (1389 words)

  
 Collision detection in AniSprite
AniSprite's collision detection is precise at a pixel.
The collision must be reported, of course, but there is typically no need to report the collision between the same pair of sprites at every clock tick.
AniSprite, however, considers this a continuation of the collision reported earlier: the sprite was in collision with the board's collision rectangle at timer tick 2, and it is in collision with the board's collision rectangle at timer tick 3.
www.compuphase.com /anicollide.htm   (2669 words)

  
 Collision Detection: Theory and Implementation   (Site not responding. Last check: )
Collision detection is divided in two steps, the first one is a rough collision detection, which determines, if two collidables can possibly collide, the second step is the exact collision detection with returned collision points.
Collisions are detected using the Separating Axis Theorem (SAT) which states that, given two convex shapes, if we can find an axis along which the projection of the two shapes does not overlap, then the shapes don't overlap.
After having detected a collision we would also like to know the intersection point, if there is one - which is not the case, if one object is included in the other one.
eiffelmedia.origo.ethz.ch /doc/library/collision_detection/theory.html   (906 words)

  
 SOLID - Software Library for Interference Detection
SOLID is a library for collision detection of three-dimensional objects undergoing rigid motion and deformation.
SOLID is designed to be used in interactive 3D graphics applications, and is especially suited for collision detection of objects and worlds described in VRML.
As collision data can be used a point common to both objects, and the closest point pair of the objects from the previous frame.
www.win.tue.nl /~gino/solid   (635 words)

  
 Object-To-Object Collision Detection Interface - VRML Extensions - Cortona VRML Client - Products - Developer Zone - ...
Object-to-object collision detection in a three-dimensional scene is a procedure of determining whether a given shape, if it were to undergo some transformation (for example, to be moved, rotated, or scaled), would encounter an obstacle in the form of another shape.
The body property contains a reference to the shape or a list of shapes that are subjected to collision detection and the position, orientation, and scale properties store references to the parameters of the matrix used for transforming the coordinates of elements of that shape.
The ignore property is a reference to a shape or a list of shapes that should not be processed when detecting collision with the current shape, which itself is considered to be ignored for this purpose.
www.parallelgraphics.com /developer/products/cortona/extensions/collision   (707 words)

  
 Workbench - How-To - Drag Collision Detection
Collision Detection is a method by which we can cause Actions to be triggered by a draggable object coming into contact with another element.
Collision Detection is set off if the element is in intersection with the target object (or not), contained by the target object (or not), contans the target object (or not) or if the mouse is inside the target object (or not)
When a collision is detected (that is, when the “dragobject” is intersecting with the “collide” object), the Custom Message “Bounce” will be sent to the “dragobject”
www.netobjects.com /workbench/collide.html   (500 words)

  
 Collision Detection Algorithms - Games++
This article assumes a basic understanding of the geometry and math involved in collision detection, and covers some advanced collision detection techniques.
This article explains the simple process of using bounding sphere to detect collisions in 3D environments.
Most discussions of collision detection for real-time game applications begin with bounding spheres and bounding boxes.
www.gamespp.com /algorithms/collisiondetection   (494 words)

  
 Collision Detection - ClanLib Game SDK
The advantage of this method over traditional methods, such as pixel based collision detection, is that the amount of data that needs to be worked with when checking for collisions and when doing transformations is very low.
Once the collision outlines have been positioned using the transformation function (translate, rotate and scale) checking for a collision is simply a matter of calling the collide function.
Collisions are checked for by checking each line-segment forming the outline, against the line-segments of the other collision outline.
clanlib.org /docs/clanlib-0.8.0/Overview/collision_detection.html   (889 words)

  
 3D Theory - Collision Detect - Martin Baker
The big issue with collision detection is the number of tests that have to be made and therefore the CPU resources used.
Collision detection based on the geometry arrays of the objects is only available in Java3D version 1.2 onward.
Once a collision is detected, then we have to to work out new velocities, etc. (see collisions) As you can see this is very difficult if both objects have 6 degrees of freedom.
www.euclideanspace.com /threed/animation/collisiondetect/index.htm   (1169 words)

  
 Collision detection :: Features :: SpriteCraft.com
During collision check, the sprite may be considered as a circle, a rect, or a bitmask, which grants you with a range of comparing types, from faster "circle-to-circle" upto slower "pixel-to-pixel".
If you prefer automatic collision detection, you need to arrange tour sprites into collision groups (up to 16 groups are available).
When a collision occurs, the notification first comes to general handler (if it is set), then to the handler of the sprite with minimal collision group, and the last, to another sprite's handler.
spritecraft.teggo.com /features/collision.shtml   (224 words)

  
 NeHe Productions: OpenGL Lesson #30
For the collision detection we are going to use algorithms which are mostly used in ray tracing.
This is the collision point on the offset primitive, to find the collision point on the real primitive we add to that point the reverse of the normal at that point (which is also returned by the intersection routines) by the radius of the sphere.
If a collision occurs during a time step (say after 0.5 sec with a time step equal to 1 sec.) we advance the object to this position, compute the reflection (new velocity vector) and move the object for the remaining time (which is 0.5 in our example) testing again for collisions during this time.
nehe.gamedev.net /data/lessons/lesson.asp?lesson=30   (3736 words)

  
 flipcode - Theory & Practice   (Site not responding. Last check: )
Collision detection can be used for physics, for restricting movement, for determining whether a weapon or bad guy affects a player, etc. Collision detection methods vary depending on what's required, but there are some general principles that are useful for many types of games.
Most collision detection methods usually deal with temporary positions reflecting where the object(s) are about to be.
Now that you have expressed the collision conditions in terms of the object positions, and the object positions in terms of t, then you can express the entire collision scheme (the conditions) in terms of t.
www.flipcode.com /articles/tp_issue01.shtml   (2119 words)

  
 Quick Collision Detection Library
The problem of collision detection is fundamental to interactive applications such as computer animation and virtual environments.
It is a quick and exact collision detection library for large scale virtual environments composed of convex polyhedra.
When there is a collision, a modified Gibert algorithms (originally run in expected linear time, now run in expected constant time) is used to determinate the closest point between the polytopes the moment before there is a collision.
www.geocities.com /kelchung220/collision_library.html   (813 words)

  
 collision detection
Because of the hierarchical nature of the bounding box tests, and their ability to quickly reject inter object collisions if the objects are clearly disjoint, it does not make much sense to attempt to speed up a single collision query by using the object size as a rejection criterion.
At a predicted collision time, we already have a set of candidate objects which we can test to determine which object is in collision.
Thus it is my expectation that the predictive collision scheme will outperform the standard brute force collision method, and the spatial subdivision method in most reasonable scenes, where the size of objects is known, and the velocity of objects is constant between collisions.
www.maxgarber.com /projects/collision   (1698 words)

  
 Collision Detection with Flash MX > Area Detection: Where Can You Play?   (Site not responding. Last check: )
Collision detection is all about detecting objects and boundaries on the stage.
This is referred to as collision detection: the ability for Flash to know when two or more objects hit each other.
Collision detection is all about the detection of objects and boundaries on the stage.
www.peachpit.com /articles/article.asp?p=31484   (596 words)

  
 Collision detection & Response
Today's topic is collision detection in a general 3d environment made from a collection of triangles.
We'll take a look at how to detect collisions in a fairly fast and precise way but also on how to handle collisions when they occur in a way a player would find normal in a 3d computer game.
The easiest way to handle a collision is to simply stop and not allow the move when a collision is detected.
www.peroxide.dk /download/tutorials/tut10/pxdtut10.html   (8200 words)

  
 flipcode - Basic Collision Detection   (Site not responding. Last check: )
I've seen a few tutorials on basic collision detection around the net, but most of them I've read are either pretty confusing or somewhat incomplete.
Collision response however, is a topic large enough that I think it would need its own tutorial (but not from me! :).
There are some very cool speed-ups you can do with octree-enhanced collision detection, which can quickly eliminate large portions of the world that you would normally check.
www.flipcode.com /articles/article_basiccollisions.shtml   (2185 words)

  
 2D Polygon Collision Detection - The Code Project - Multimedia
It's not the first tutorial on the topic, however, the tutorials on the net tend to be a bit too complex for a relatively simple problem.
The technique can be used to detect collisions between sprites as an alternative to pixel-perfect collisions which are usually too slow.
To detect if two polygons are intersecting, we use the Separating Axis Theorem.
www.codeproject.com /cs/media/PolygonCollision.asp   (864 words)

  
 Flash MX Collision Detection Sample
Then use localToGlobal to convert that to a new p object, whose x value is the point on the stage where the sentry is, and whose y value is the sentry's y value on the stage.
If you've looked at the fla, you'll see that other things are happening inside the collision detection movieclip method (col) besides detecting a collision and setting the alpha to 50.
For a better look at how each effect was achieved, we suggest starting with the fla (all code is in frame 1 of the main timeline, and has inline comments to explain what is being done in each segment) and then changing numbers and/or commenting out lines to see what effect is produced.
flash-creations.com /notes/astb_bounceCollide.php   (912 words)

  
 Collision Detection
Such actions require accurate collision detection, if they are to achieve any degree of realism.
A fast and interactive collision detection algorithm is a fundamental component of a complex virtual environment.
We have been working on issues related to collision detection between massive models composed of millions of primitives.
www.cs.unc.edu /~geom/collide/index.shtml   (636 words)

  
 V-Collide Collision Detection
V-Collide is a collision detection library for large environments.
The hierarchical Oriented Bounding Boxes (OBBs) and exact collision routines are taken from RAPID, a component of V-Collide which is also available as a stand-alone package.
It contains source code for the collision detection libraries, brief documentation, and several sample applications, and is freely available for non-commercial use.
www.cs.unc.edu /~geom/V_COLLIDE   (235 words)

  
 Project Descriptions
They may be deployed outdoors in large sensor fields to help detect and control the spread of wild fires, to detect and track enemy vehicles, or for environmental monitoring and precision agriculture.
We developed a technique to exploit this effect to cheaply detect and recover from packet collisions using only simple, low-power radios that are commonly used in sensor networks.
We demonstrated the collision detection and recovery technique on a 28-node testbed, and experiments with new MAC protocols yield 30% gains in bandwidth and latency.
www.cs.virginia.edu /research/descriptions.html   (11337 words)

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