I am trying to implement the GJK-algorithm but I got stuck instantly. The problem is to implement the Support-function that isn\'t O(n^2).
I\'m trying to write a 2D simulation of a ball that bounces off of fixed vertical and horizontal walls.Simulating collisions with the faces of the walls was pretty simple--just negate the X-velocity f
I am writing a physics engine/simulator which incorporates 3D space flight, planetary/stellar gravitation, ship thrust and relativistic effects.So far, it is going very well, however, one thing that I
I\'v always wondered this. In a game like GTA where there are 10s of thousands of objects, how does the game know as soon as you\'re on a health pack?
Most collision detection algorithm in billiard uses a nai开发者_Python百科ve approch, where the balls\' positions are incremented and then checked for collisions. This method dosen\'t work well when t
I\'d like to know if there is out there some tutorial or guide to understand and implement a Triangle-Triangle intersection test in a 3D Environment. (i don\'t need to know precise where the intersect
I\'m having an issue in OO design where I end up with duplicate code in 2 different classes. Here\'s what\'s going on:
Okay I\'m working on a Space sim and as most space sims I need to work out where the opponents ship will be (the 3d position) when my bul开发者_Python百科let reaches it. How do I calculate this from t
I\'m implementing a small game and am having trouble getting the physics working properly. In this game, there is one ball (a circle which moves from frame to frame, and may change radius) and several
I am in the process of extracting location entities (\'Madison Square Garden\', \'San Diego Zoo\', etc.) from a large table of non-uniform location.