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.