Game Development Reference
In-Depth Information
CHAPTER 5
Collisions
Now that you understand the motion of particles and rigid bodies, you need to consider
what happens when they run into each other. That's what we'll address in this chapter;
specifically, we'll show you how to handle particle and, more interestingly, rigid-body
collision response.
Before moving forward, we need to make a distinction between collision detection and
collision response . Collision detection is a computational geometry problem involving
the determination of whether and where two or more objects have collided. Collision
response is a kinetics problem involving the motion of two or more objects after they
have collided. While the two problems are intimately related, we'll focus solely on the
problem of collision response in this chapter. Later, in Chapter 7 through Chapter 13 ,
we'll show you how to implement collision detection and response in various real-time
simulations, which draw upon concepts presented in this chapter.
Our treatment of rigid-body collision response in this chapter is based on classical
(Newtonian) impact principles. Here, colliding bodies are treated as rigid irrespective
of their construction and material. As in earlier chapters, the rigid bodies discussed here
do not change shape even upon impact. This, of course, is an idealization. You know
from your everyday experience that when objects collide they dent, bend, compress, or
crumple. For example, when a baseball strikes a bat, it may compress as much as three-
quarters of an inch during the millisecond of impact. Notwithstanding this reality, we'll
rely on well-established analytical and empirical methods to approximate rigid-body
collisions.
This classical approach is widely used in engineering machine design, analysis, and
simulations; however, for rigid-body simulations there is another class of methods,
 
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