Game Development Reference
In-Depth Information
7 . What is the difference between instantaneous and continuous collision de-
tection?
8 . In the swept sphere solution, the discriminant can be negative, zero, or
positive. What do all three of these different cases represent?
9 . Why is it a bad idea to use a variable time step when using numeric integ-
ration methods?
10 . How does velocity Verlet integration work conceptually?
Additional References
Ericson, Christer. Real-time Collision Detection . San Francisco: Morgan
Kaufmann, 2005 . This topic is the end-all be-all topic when it comes to collision
detection. It covers many different types of collision geometry and all the possible
permutations between them. Be warned that this topic has a large amount of math,
so you might want to make sure you are comfortable with the math in this topic
before picking it up.
Fielder, Glenn. Gaffer on Games - Game Physics. http://gafferongames.com/
game-physics/ . This blog covers several different topics, but the physics articles
are of particular note. Fielder covers topics including how to implement fourth-or-
der Runge-Kutta as well as angular dynamics and springs.
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