Thursday, April 24, 2008

Collision Detection Lessons

Excellent Book!

Yesterday I picked up the book: "Real Time Collision Detection", by Christopher Ericson at Borders. It is amazingly detailed. Pretty much every primitive collision algorithm is detailed. In addition it covers fun concepts like BSP trees, grids,hierarchical grids, closest point problems, and optimizations. Also of great help were the sections on discrete movement vs continuous movement in games.

It might be something of an overkill for Just Another Story, but it's nice to have a detailed reference for these things. Also I already found a few issues with how I was addressing the problem of general collision detection in that project. I am going to read through this book a few times, and come up with a design for the phyics component of the game.


3 comments:

Mónico Chávez said...

I like the color/design of this book cover. Pretty sweet. Gotta think of a small game project we can do to test out some of the engine work you put in.

Yeah, I got a DS sketching program. Homebrew. It's pretty cool... it knows how hard you're pressing and everything.

Noël said...

So Tara and I were trying to figure out this DS sketching thing. I thought there was no way it could actually be on a DS, but it is? That is so amazing.

And this book is terribly boring, right?

Paris said...

Well, if I weren't trying to solve the very problems address by this book, it would be exceedingly dull.

Although, in general, just seeing solutions to a very difficult problem, is interesting in an abstract sense...

So yes and no.