In many video games it is essential to manage the problem of detection and response to collisions with the necessary level of accuracy and efficiency. The problem is simpler if the objects have regular geometric shapes, while it becomes extremely complex in the presence of irregularly shaped objects and can be approached only with approximation methods. This article describes the primitive geometric forms used in 2D collisions, with references to the features provided by the Unity’s 2D Physics engine.įor a review of vector algebra, necessary to understand the topic, you can also see the arti c le of this site.Ĭollision management between two or more objects can be divided into two main phases:
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