Game Development Reference
In-Depth Information
a tunnel running under it, a convex polygon surrounding the tunnel would
incorrectly also affect when the player runs above the tunnel.
9 . The Doppler effect occurs when a sound emitter is quickly moving toward
or away from you. As it moves toward you, the pitch increases, and as it
moves away, the pitch decreases. This is most commonly seen with sirens
on emergency vehicles.
10 . Sound occlusion is when the sound waves must go through a surface to
get to the listener. This results in a low-pass filter effect, which means that
high frequency sounds become harder to hear. In obstruction, although
there is no a direct path to the listener, the sound can go around the sur-
face.
Chapter 7: Physics
1 . An axis-aligned bounding box has sides that must be parallel to the co-
ordinate axis (or coordinate planes, in the case of 3D), which makes cal-
culations with AABBs a bit easier to compute. An oriented bounding box
does not have this restriction.
2 . P ยท + d = 0
P is an arbitrary point on the plane, is the normal to the plane, and d is
the minimum distance from the plane to the origin. In a game engine, we
will typically store and d in our plane data structure.
3 . A parametric equation is one where the function is defined in terms of an
arbitrary parameter (most often t ).
A ray can be represented by R ( t ) = R 0 + t .
4 . Two spheres intersect if the distance between their centers is less than the
sum of the radii. However, because the distance requires a square root, it
is more efficient to check if the distance squared is less than the sum of
the radii squared .
5 . The best approach for 2D AABB-AABB intersection is to check for the
four cases where the AABBs definitely cannot intersect.
6 . In line segment vs. plane intersection, a negative t value means that the
segment is facing away from the plane.
Search WWH ::




Custom Search