Collision detection: Difference between revisions

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Video games: add Amiga source for hardware collision detection
Just a few fixes to gender specificity. Remaining gender neutral is important not just for not ticking anyone off but also for good writing. It makes the writing look more carefully thought about and looked over.
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Three-dimensional games have used spatial partitioning methods for <math>n</math>-body pruning, and for a long time used one or a few spheres per actual 3D object for pairwise checks. Exact checks are very rare, except in games attempting to [[Simulation game|simulate]] reality closely. Even then, exact checks are not necessarily used in all cases.
 
Because games do not need to mimic actual physics, stability is not as much of an issue. Almost all games use ''a posteriori'' collision detection, and collisions are often resolved using very simple rules. For instance, if a character becomes embedded in a wall, they might be simply moved back to their last known good ___location. Some games will calculate the distance the character can move before getting embedded into a wall, and only allow himthe character to move that far.
 
In many cases for video games, approximating the characters by a point is sufficient for the purpose of collision detection with the environment. In this case, [[binary space partition]]ing trees provide a viable, efficient and simple algorithm for checking if a point is embedded in the scenery or not. Such a data structure can also be used to handle "resting position" situation gracefully when a character is running along the ground. Collisions between characters, and collisions with projectiles and hazards, are treated separately.