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This week (or year, if you’ve been following the column) is on AABB (axis aligned bounding box) trees, the lovely and efficient bounding volume hierarchy that will bring you back into the realm of happiness… … and maybe let you speed some things up along the way. Not only that, I’ve included some sample code and a demo. |
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Author WebMaster |
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Last update 2003-05-07
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The problem of collision detection between moving objects is fundamental to simulations of the physical world. It has been studied in many different communities including robotics, computer graphics, computer-aided design, and computational geometry. There are several algorithms for collision detection. Examples include the Lin-Canny closest features algorithm, V-CLip, I-Collide, OBB-tree, and KDS. |
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Author WebMaster |
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Last update 2003-05-07
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Technical Demo |
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Author WebMaster |
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Last update 2003-05-07
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Physical simulation for games |
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Author WebMaster |
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Last update 2003-04-12
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This article reviews the implementation of a spring model from its simplest form to more sophisticated applications, taking the subject a step beyond the material available in most references |
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Author WebMaster |
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Last update 2002-12-12
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So, here's the maths. The two balls on the left have just collided |
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Author WebMaster |
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Last update 2002-12-12
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Bouncing off the floor |
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Author WebMaster |
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Last update 2002-12-12
English |
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With explanation, code, and demo |
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Author WebMaster |
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Last update 2002-10-26
English, Spanish |
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Author WebMaster |
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Last update 2002-10-23
English, Spanish |
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