Game Development Reference
In-Depth Information
Figure 7.4
Humanoid surrounded by a capsule (a), and a chair surrounded by a
convex polygon (b).
Another way to think of a capsule is as a line segment that has a radius, which ac-
tually corresponds to the representation of it in a game engine:
struct
Capsule2D
Vector2
startPoint
Vector2
endPoint
float
radius
end
Convex Polygons
Another option is to use an
arbitrary convex polygon
(or in 3D, a
convex hull
)
to represent the collision geometry. As you might expect, using an arbitrary con-
vex polygon will be less efficient than the other options, but it also can be more
accurate.
Figure 7.4(b)
shows a chair represented by a convex polygon. Although
there still will be many false positives, the number of false positives is less than in
alternative representations.