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{{manual|section|date=January 2024}}
==== Collision detection between convex objects ====
</ref> that used a variation on the [[simplex algorithm]] from [[linear programming]] and the [[Gilbert-Johnson-Keerthi distance algorithm]]<ref>{{Cite journal |last=Gilbert |first=E.G. |last2=Johnson |first2=D.W. |last3=Keerthi |first3=S.S. |date=1988 |title=A fast procedure for computing the distance between complex objects in three-dimensional space |url=https://graphics.stanford.edu/courses/cs448b-00-winter/papers/gilbert.pdf |journal=IEEE Journal on Robotics and Automation |volume=4 |issue=2 |pages=193–203 |doi=10.1109/56.2083}}</ref> are two examples. These algorithms approach constant time when applied repeatedly to pairs of stationary or slow-moving objects, and every step is initialized from the previous collision check<ref name=":1" />.
▲Better methods have since been developed. Very fast algorithms are available for finding the closest points on the surface of two convex polyhedral objects. Early work by [[Ming C. Lin]]<ref>{{cite web |author=Lin, Ming C |year=1993 |title=Efficient Collision Detection for Animation and Robotics (thesis) |url=https://wwwx.cs.unc.edu/~geom/papers/documents/dissertations/lin93.pdf |archive-url=https://web.archive.org/web/20140728124049/https://wwwx.cs.unc.edu/~geom/papers/documents/dissertations/lin93.pdf |archive-date=2014-07-28 |publisher=University of California, Berkeley}}
The result of all this algorithmic work is that collision detection can be done efficiently for thousands of moving objects in real time on typical personal computers and game consoles.
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