Collision detection III: Contact Points
In the last part of the collision detection series we're taking a look at how to generate contact points for spheres, boxes and convex hulls
Read more →Collision detection II: Expanding Polytope Algorithm
In the second step of collision detection, we will look at an algorithm that gives us the contact normal and penetration depth.
Read more →Collision detection I: The Gilbert-Johnson-Keerthi Algorithm
It's fair to say that collision detection and resolution is arguably the most important part of any physics library. A good collision system can make or break any library or game. Several algorithms exist for it with GJK being one of the most popular ones. The collision detection system in my library has 3 steps to build a full manifold, with the first step being GJK.
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