Are You Wondering How 2D Collision Detection In Video Games Works? Learn how to determine shot impacts, find out which enemies are covered by lines of sight, recognize collisions of race cars or simply check if the mouse cursor floats above a button.
This Book Is Designed For Game Developers Who Want To Implement Fast And Efficient 2D Collision Detection.
The only prerequisite you need is basic knowledge in procedural programming.
If you are familiar with any popular programming language like C, C++, Java, C# or Objective-C you have all you need to understand the code examples throughout the book.
What You Will Get From This Book.
The following topics get explained in detail: 2D vector mathematics, how to spot collisions of various 2D shapes, simple yet effective body representation of game objects, identifying clashing objects in motion and plenty of optimization tricks.
Your Knowledge Will Be Built Up From Scratch.
The book is written for beginners, new to the topic of geometrical 2D collision detection.
There are plenty of illustrations and code examples which make it easy to understand the necessary concepts and algorithms.
Use This Book As A Reference Guide.
Aside its introductional nature this book is also designed to serve as a reference guide for looking up specific collision detection functions.
So advanced game programmers will derive benefit from it as well.
All The Presented Code Is Ready For Immediate Use.
The code forged throughout the book can be downloaded from the book's website and can be used right away.
About the Author: Thomas Schwarzl is a professional developer, game designer and humble digital artist.
Since 2001 he works in several game development areas like programming, game design, 2D graphics and 3D modeling.
But by far his favorite occupation is cranking out code while sipping steaming coffee.
He resides in the Alps, right in the heart of Austria.
Detail | 2d vector mathematics how to spot collisions of various 2d shapes simple yet effective body representation of game objects identifying clashing objects in motion and plenty of optimization tricks |
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Author | Thomas |
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