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This week (or year, if you’ve been following the column) is on AABB (axis aligned bounding box) trees, the lovely and efficient bounding volume hierarchy that will bring you back into the realm of happiness… … and maybe let you speed some things up along the way. Not only that, I’ve included some sample code and a demo. |
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Autor WebMaster |
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Última actualización 2003-05-07
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The problem of collision detection between moving objects is fundamental to simulations of the physical world. It has been studied in many different communities including robotics, computer graphics, computer-aided design, and computational geometry. There are several algorithms for collision detection. Examples include the Lin-Canny closest features algorithm, V-CLip, I-Collide, OBB-tree, and KDS. |
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Autor WebMaster |
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Última actualización 2003-05-07
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Technical Demo |
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Autor WebMaster |
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Última actualización 2003-05-07
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Physical simulation for games |
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Autor WebMaster |
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Última actualización 2003-04-12
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This article reviews the implementation of a spring model from its simplest form to more sophisticated applications, taking the subject a step beyond the material available in most references |
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Autor WebMaster |
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Última actualización 2002-12-12
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So, here's the maths. The two balls on the left have just collided |
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Autor WebMaster |
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Última actualización 2002-12-12
Inglés |
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Bouncing off the floor |
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Autor WebMaster |
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Última actualización 2002-12-12
Inglés |
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Con explicación, código fuente y demostración |
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Autor WebMaster |
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Última actualización 2002-10-26
Inglés, Español |
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Autor WebMaster |
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Última actualización 2002-10-23
Inglés, Español |
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