2D GAME COLLISION DETECTION

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2d Game Collision Detection

Author : Thomas Schwarzl
ISBN : 9781479298129
Genre : Computers
File Size : 31.44 MB
Format : PDF, Kindle
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Are You Wondering How 2D Collision Detection In Video Games Works? Learn how to determine shot impacts, find out which enemies are covered by lines of sight, recognize collisions of race cars or simply check if the mouse cursor floats above a button. This Book Is Designed For Game Developers Who Want To Implement Fast And Efficient 2D Collision Detection. The only prerequisite you need is basic knowledge in procedural programming. If you are familiar with any popular programming language likeC, C++, Java, C# or Objective-C you have all you need to understand the code examples throughout the book. What You Will Get From This Book. The following topics get explained in detail: 2D vector mathematics, how to spot collisions of various 2D shapes, simple yet effective body representation of game objects, identifying clashing objects in motion and plenty of optimization tricks. Your Knowledge Will Be Built Up From Scratch. The book is written for beginners, new to the topic of geometrical 2D collision detection. There are plenty of illustrations and code examples which make it easy to understand the necessary concepts and algorithms. Use This Book As A Reference Guide. Aside its introductional nature this book is also designed to serve as a reference guide for looking up specific collision detection functions. So advanced game programmers will derive benefit from it as well. All The Presented Code Is Ready For Immediate Use. The code forged throughout the book can be downloaded from the book's website and can be used right away.
Category: Computers

2d Collision Detection For Game Programmers Focus On Circle Collisions

Author : Steven Vaerten
ISBN : 1980396507
Genre :
File Size : 35.23 MB
Format : PDF, ePub
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The series "2D Collision Detection for Game Programmers" is the definitive reference series for collision detection algorithms. In the second volume; "Focus on Circle Collisions", each of the three types of collisions will be defined: Static Collision, Semi-Dynamic Collision, and Dynamic Collision. The collision algorithms for circles colliding with points, lines, horizontal lines, vertical lines, rays, segments, circles, ellipses, axis aligned bounding boxes (AABB), object oriented bounding boxes (OOBB), capsules, and polygons will be explored in detail. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for any game programmers wanting to understand the details of collision detection.
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2d Collision Detection For Game Programmers

Author : Steven Vaerten
ISBN : 1980354979
Genre :
File Size : 63.71 MB
Format : PDF, Docs
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The series "2D Collision Detection for Game Programmers" is the definitive reference series for collision detection algorithms. In the first volume; "Focus on Point Collisions", each of the three types of collisions will be defined: Static Collision, Semi-Dynamic Collision, and Dynamic Collision. The collision algorithms for points colliding with points, lines, horizontal lines, vertical lines, rays, segments, circles, ellipses, axis aligned bounding boxes (AABB), object oriented bounding boxes (OOBB), capsules, and polygons will be explored in detail. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for any game programmers wanting to understand the details of collision detection.
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Building A 2d Game Physics Engine

Author : Michael Tanaya
ISBN : 9781484225837
Genre : Computers
File Size : 59.41 MB
Format : PDF, Kindle
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Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.
Category: Computers

2d Collision Detection Focus On Circle Circle Collisions

Author : Steven Vaerten
ISBN : 1091052360
Genre :
File Size : 68.1 MB
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This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic and dynamic collisions) between a circle and a circle. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
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Programming 2d Games

Author : Charles Kelly
ISBN : 9781466508682
Genre : Computers
File Size : 71.69 MB
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A First Course in Game Programming Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D Games The text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.
Category: Computers

2d Collision Detection Focus On Point Point And Boundary Object Collisions

Author : Steven Vaerten
ISBN : 1794454322
Genre :
File Size : 66.63 MB
Format : PDF, Docs
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This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic and dynamic collisions) between a point and a point and boundary objects. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
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Lean Mean A 2d Game Library

Author : Sebastian Haberey
ISBN : 9783832473631
Genre : Computers
File Size : 25.94 MB
Format : PDF
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Inhaltsangabe:Abstract: This report describes the development of a class library, designed as a tool to produce twodimensional games while making use of up-to-date 3D technology. The design and implementation of each library component, such as graphic, sound, sprites or collision detection, is described. There is a special focus on collision detection algorithms in a hybrid 2D / 3D environment. The report starts with an introduction which states the reasons behind the project and lists the project s objectives. The main section consists of two parts. In the first part, technology choices, the project time schedule and the development process are discussed. The second part describes the important library classes one by one. The larger sections start with an analytical part, proceed with an implementation description and close with an evaluation regarding the particular class. Finally, the project is reviewed, comparing the outcome to the project plan and the project s overall objectives. A summary is given of what I have learnt in the course of the project, and the report ends with a brief outlook on the project s future possibilities. Although the production of two-dimensional games has gradually phased out over the past few years, there has been a revival movement. Especially with the introduction of more capable hand-held devices, such as palm-tops or mobile phones, old ideas are recycled and ancient games are brought to new life under the label of retro-style . I thought it would be interesting to develop a tool that enables people to recreate games of the past while making use of up-to-date technology. Another, more personal reason is, that more than a good CV, many companies in the game industry like to see a skill demonstration before they hire. Grown up with a passion for games, I thought this would be a good chance to familiarise with relevant technologies and make another step towards developing games professionally. Zusammenfassung: Lean & Mean ist eine Sammlung von Klassen, die dem Programmierer als Werkzeug zur Entwicklung von 2DSpielen à la Sonic the Hedgehog oder Super Mario Bros dienen soll. Die Verwendung von Microsofts DirectX - Technologie in der unterliegenden 3D-Schicht ermöglicht den Einsatz von Effekten wie Rotation, Skalierung und Alpha-Blending. Einen Schwerpunkt des Projektes bildet die Analyse und Implementierung der Kollisionsabfrage in dieser hybriden 2D / 3DUmgebung. Die diesem Dokument zugrundeliegende Arbeit [...]
Category: Computers

2d Collision Detection Focus On Aabb Boundary Object Collisions

Author : Steven Vaerten
ISBN : 1096584824
Genre :
File Size : 76.84 MB
Format : PDF, ePub, Mobi
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This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic collisions) between an AABB and a boundary object (line, horizontal line, vertical line, ray, and segment). Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
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2d Collision Detection Focus On Oobb Aabb Collisions

Author : Steven Vaerten
ISBN : 1695026535
Genre :
File Size : 61.67 MB
Format : PDF, ePub, Mobi
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This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic and dynamic collisions) between an OOBB and an AABB. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
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